pub struct DeleteGameServerGroupFluentBuilder { /* private fields */ }
Expand description
Fluent builder constructing a request to DeleteGameServerGroup
.
This operation is used with the Amazon GameLift Servers FleetIQ solution and game server groups.
Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources:
-
The game server group
-
The corresponding Auto Scaling group
-
All game servers that are currently running in the group
To delete a game server group, identify the game server group to delete and specify the type of delete operation to initiate. Game server groups can only be deleted if they are in ACTIVE
or ERROR
status.
If the delete request is successful, a series of operations are kicked off. The game server group status is changed to DELETE_SCHEDULED
, which prevents new game servers from being registered and stops automatic scaling activity. Once all game servers in the game server group are deregistered, Amazon GameLift Servers FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in ERROR
status.
Amazon GameLift Servers FleetIQ emits delete events to Amazon CloudWatch.
Learn more
Implementations§
Source§impl DeleteGameServerGroupFluentBuilder
impl DeleteGameServerGroupFluentBuilder
Sourcepub fn as_input(&self) -> &DeleteGameServerGroupInputBuilder
pub fn as_input(&self) -> &DeleteGameServerGroupInputBuilder
Access the DeleteGameServerGroup as a reference.
Sourcepub async fn send(
self,
) -> Result<DeleteGameServerGroupOutput, SdkError<DeleteGameServerGroupError, HttpResponse>>
pub async fn send( self, ) -> Result<DeleteGameServerGroupOutput, SdkError<DeleteGameServerGroupError, HttpResponse>>
Sends the request and returns the response.
If an error occurs, an SdkError
will be returned with additional details that
can be matched against.
By default, any retryable failures will be retried twice. Retry behavior is configurable with the RetryConfig, which can be set when configuring the client.
Sourcepub fn customize(
self,
) -> CustomizableOperation<DeleteGameServerGroupOutput, DeleteGameServerGroupError, Self>
pub fn customize( self, ) -> CustomizableOperation<DeleteGameServerGroupOutput, DeleteGameServerGroupError, Self>
Consumes this builder, creating a customizable operation that can be modified before being sent.
Sourcepub fn game_server_group_name(self, input: impl Into<String>) -> Self
pub fn game_server_group_name(self, input: impl Into<String>) -> Self
A unique identifier for the game server group. Use either the name or ARN value.
Sourcepub fn set_game_server_group_name(self, input: Option<String>) -> Self
pub fn set_game_server_group_name(self, input: Option<String>) -> Self
A unique identifier for the game server group. Use either the name or ARN value.
Sourcepub fn get_game_server_group_name(&self) -> &Option<String>
pub fn get_game_server_group_name(&self) -> &Option<String>
A unique identifier for the game server group. Use either the name or ARN value.
Sourcepub fn delete_option(self, input: GameServerGroupDeleteOption) -> Self
pub fn delete_option(self, input: GameServerGroupDeleteOption) -> Self
The type of delete to perform. Options include the following:
-
SAFE_DELETE
– (default) Terminates the game server group and Amazon EC2 Auto Scaling group only when it has no game servers that are inUTILIZED
status. -
FORCE_DELETE
– Terminates the game server group, including all active game servers regardless of their utilization status, and the Amazon EC2 Auto Scaling group. -
RETAIN
– Does a safe delete of the game server group but retains the Amazon EC2 Auto Scaling group as is.
Sourcepub fn set_delete_option(
self,
input: Option<GameServerGroupDeleteOption>,
) -> Self
pub fn set_delete_option( self, input: Option<GameServerGroupDeleteOption>, ) -> Self
The type of delete to perform. Options include the following:
-
SAFE_DELETE
– (default) Terminates the game server group and Amazon EC2 Auto Scaling group only when it has no game servers that are inUTILIZED
status. -
FORCE_DELETE
– Terminates the game server group, including all active game servers regardless of their utilization status, and the Amazon EC2 Auto Scaling group. -
RETAIN
– Does a safe delete of the game server group but retains the Amazon EC2 Auto Scaling group as is.
Sourcepub fn get_delete_option(&self) -> &Option<GameServerGroupDeleteOption>
pub fn get_delete_option(&self) -> &Option<GameServerGroupDeleteOption>
The type of delete to perform. Options include the following:
-
SAFE_DELETE
– (default) Terminates the game server group and Amazon EC2 Auto Scaling group only when it has no game servers that are inUTILIZED
status. -
FORCE_DELETE
– Terminates the game server group, including all active game servers regardless of their utilization status, and the Amazon EC2 Auto Scaling group. -
RETAIN
– Does a safe delete of the game server group but retains the Amazon EC2 Auto Scaling group as is.
Trait Implementations§
Source§impl Clone for DeleteGameServerGroupFluentBuilder
impl Clone for DeleteGameServerGroupFluentBuilder
Source§fn clone(&self) -> DeleteGameServerGroupFluentBuilder
fn clone(&self) -> DeleteGameServerGroupFluentBuilder
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moreAuto Trait Implementations§
impl Freeze for DeleteGameServerGroupFluentBuilder
impl !RefUnwindSafe for DeleteGameServerGroupFluentBuilder
impl Send for DeleteGameServerGroupFluentBuilder
impl Sync for DeleteGameServerGroupFluentBuilder
impl Unpin for DeleteGameServerGroupFluentBuilder
impl !UnwindSafe for DeleteGameServerGroupFluentBuilder
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moreSource§impl<T> Paint for Twhere
T: ?Sized,
impl<T> Paint for Twhere
T: ?Sized,
Source§fn fg(&self, value: Color) -> Painted<&T>
fn fg(&self, value: Color) -> Painted<&T>
Returns a styled value derived from self
with the foreground set to
value
.
This method should be used rarely. Instead, prefer to use color-specific
builder methods like red()
and
green()
, which have the same functionality but are
pithier.
§Example
Set foreground color to white using fg()
:
use yansi::{Paint, Color};
painted.fg(Color::White);
Set foreground color to white using white()
.
use yansi::Paint;
painted.white();
Source§fn bright_black(&self) -> Painted<&T>
fn bright_black(&self) -> Painted<&T>
Source§fn bright_red(&self) -> Painted<&T>
fn bright_red(&self) -> Painted<&T>
Source§fn bright_green(&self) -> Painted<&T>
fn bright_green(&self) -> Painted<&T>
Source§fn bright_yellow(&self) -> Painted<&T>
fn bright_yellow(&self) -> Painted<&T>
Source§fn bright_blue(&self) -> Painted<&T>
fn bright_blue(&self) -> Painted<&T>
Source§fn bright_magenta(&self) -> Painted<&T>
fn bright_magenta(&self) -> Painted<&T>
Source§fn bright_cyan(&self) -> Painted<&T>
fn bright_cyan(&self) -> Painted<&T>
Source§fn bright_white(&self) -> Painted<&T>
fn bright_white(&self) -> Painted<&T>
Source§fn bg(&self, value: Color) -> Painted<&T>
fn bg(&self, value: Color) -> Painted<&T>
Returns a styled value derived from self
with the background set to
value
.
This method should be used rarely. Instead, prefer to use color-specific
builder methods like on_red()
and
on_green()
, which have the same functionality but
are pithier.
§Example
Set background color to red using fg()
:
use yansi::{Paint, Color};
painted.bg(Color::Red);
Set background color to red using on_red()
.
use yansi::Paint;
painted.on_red();
Source§fn on_primary(&self) -> Painted<&T>
fn on_primary(&self) -> Painted<&T>
Source§fn on_magenta(&self) -> Painted<&T>
fn on_magenta(&self) -> Painted<&T>
Source§fn on_bright_black(&self) -> Painted<&T>
fn on_bright_black(&self) -> Painted<&T>
Source§fn on_bright_red(&self) -> Painted<&T>
fn on_bright_red(&self) -> Painted<&T>
Source§fn on_bright_green(&self) -> Painted<&T>
fn on_bright_green(&self) -> Painted<&T>
Source§fn on_bright_yellow(&self) -> Painted<&T>
fn on_bright_yellow(&self) -> Painted<&T>
Source§fn on_bright_blue(&self) -> Painted<&T>
fn on_bright_blue(&self) -> Painted<&T>
Source§fn on_bright_magenta(&self) -> Painted<&T>
fn on_bright_magenta(&self) -> Painted<&T>
Source§fn on_bright_cyan(&self) -> Painted<&T>
fn on_bright_cyan(&self) -> Painted<&T>
Source§fn on_bright_white(&self) -> Painted<&T>
fn on_bright_white(&self) -> Painted<&T>
Source§fn attr(&self, value: Attribute) -> Painted<&T>
fn attr(&self, value: Attribute) -> Painted<&T>
Enables the styling Attribute
value
.
This method should be used rarely. Instead, prefer to use
attribute-specific builder methods like bold()
and
underline()
, which have the same functionality
but are pithier.
§Example
Make text bold using attr()
:
use yansi::{Paint, Attribute};
painted.attr(Attribute::Bold);
Make text bold using using bold()
.
use yansi::Paint;
painted.bold();
Source§fn rapid_blink(&self) -> Painted<&T>
fn rapid_blink(&self) -> Painted<&T>
Source§fn quirk(&self, value: Quirk) -> Painted<&T>
fn quirk(&self, value: Quirk) -> Painted<&T>
Enables the yansi
Quirk
value
.
This method should be used rarely. Instead, prefer to use quirk-specific
builder methods like mask()
and
wrap()
, which have the same functionality but are
pithier.
§Example
Enable wrapping using .quirk()
:
use yansi::{Paint, Quirk};
painted.quirk(Quirk::Wrap);
Enable wrapping using wrap()
.
use yansi::Paint;
painted.wrap();
Source§fn clear(&self) -> Painted<&T>
👎Deprecated since 1.0.1: renamed to resetting()
due to conflicts with Vec::clear()
.
The clear()
method will be removed in a future release.
fn clear(&self) -> Painted<&T>
resetting()
due to conflicts with Vec::clear()
.
The clear()
method will be removed in a future release.Source§fn whenever(&self, value: Condition) -> Painted<&T>
fn whenever(&self, value: Condition) -> Painted<&T>
Conditionally enable styling based on whether the Condition
value
applies. Replaces any previous condition.
See the crate level docs for more details.
§Example
Enable styling painted
only when both stdout
and stderr
are TTYs:
use yansi::{Paint, Condition};
painted.red().on_yellow().whenever(Condition::STDOUTERR_ARE_TTY);