aws_sdk_gamelift/operation/delete_game_server_group/builders.rs
1// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
2pub use crate::operation::delete_game_server_group::_delete_game_server_group_output::DeleteGameServerGroupOutputBuilder;
3
4pub use crate::operation::delete_game_server_group::_delete_game_server_group_input::DeleteGameServerGroupInputBuilder;
5
6impl crate::operation::delete_game_server_group::builders::DeleteGameServerGroupInputBuilder {
7 /// Sends a request with this input using the given client.
8 pub async fn send_with(
9 self,
10 client: &crate::Client,
11 ) -> ::std::result::Result<
12 crate::operation::delete_game_server_group::DeleteGameServerGroupOutput,
13 ::aws_smithy_runtime_api::client::result::SdkError<
14 crate::operation::delete_game_server_group::DeleteGameServerGroupError,
15 ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
16 >,
17 > {
18 let mut fluent_builder = client.delete_game_server_group();
19 fluent_builder.inner = self;
20 fluent_builder.send().await
21 }
22}
23/// Fluent builder constructing a request to `DeleteGameServerGroup`.
24///
25/// <p><b>This operation is used with the Amazon GameLift Servers FleetIQ solution and game server groups.</b></p>
26/// <p>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:</p>
27/// <ul>
28/// <li>
29/// <p>The game server group</p></li>
30/// <li>
31/// <p>The corresponding Auto Scaling group</p></li>
32/// <li>
33/// <p>All game servers that are currently running in the group</p></li>
34/// </ul>
35/// <p>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 <code>ACTIVE</code> or <code>ERROR</code> status.</p>
36/// <p>If the delete request is successful, a series of operations are kicked off. The game server group status is changed to <code>DELETE_SCHEDULED</code>, 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 <code>ERROR</code> status.</p>
37/// <p>Amazon GameLift Servers FleetIQ emits delete events to Amazon CloudWatch.</p>
38/// <p><b>Learn more</b></p>
39/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">Amazon GameLift Servers FleetIQ Guide</a></p>
40#[derive(::std::clone::Clone, ::std::fmt::Debug)]
41pub struct DeleteGameServerGroupFluentBuilder {
42 handle: ::std::sync::Arc<crate::client::Handle>,
43 inner: crate::operation::delete_game_server_group::builders::DeleteGameServerGroupInputBuilder,
44 config_override: ::std::option::Option<crate::config::Builder>,
45}
46impl
47 crate::client::customize::internal::CustomizableSend<
48 crate::operation::delete_game_server_group::DeleteGameServerGroupOutput,
49 crate::operation::delete_game_server_group::DeleteGameServerGroupError,
50 > for DeleteGameServerGroupFluentBuilder
51{
52 fn send(
53 self,
54 config_override: crate::config::Builder,
55 ) -> crate::client::customize::internal::BoxFuture<
56 crate::client::customize::internal::SendResult<
57 crate::operation::delete_game_server_group::DeleteGameServerGroupOutput,
58 crate::operation::delete_game_server_group::DeleteGameServerGroupError,
59 >,
60 > {
61 ::std::boxed::Box::pin(async move { self.config_override(config_override).send().await })
62 }
63}
64impl DeleteGameServerGroupFluentBuilder {
65 /// Creates a new `DeleteGameServerGroupFluentBuilder`.
66 pub(crate) fn new(handle: ::std::sync::Arc<crate::client::Handle>) -> Self {
67 Self {
68 handle,
69 inner: ::std::default::Default::default(),
70 config_override: ::std::option::Option::None,
71 }
72 }
73 /// Access the DeleteGameServerGroup as a reference.
74 pub fn as_input(&self) -> &crate::operation::delete_game_server_group::builders::DeleteGameServerGroupInputBuilder {
75 &self.inner
76 }
77 /// Sends the request and returns the response.
78 ///
79 /// If an error occurs, an `SdkError` will be returned with additional details that
80 /// can be matched against.
81 ///
82 /// By default, any retryable failures will be retried twice. Retry behavior
83 /// is configurable with the [RetryConfig](aws_smithy_types::retry::RetryConfig), which can be
84 /// set when configuring the client.
85 pub async fn send(
86 self,
87 ) -> ::std::result::Result<
88 crate::operation::delete_game_server_group::DeleteGameServerGroupOutput,
89 ::aws_smithy_runtime_api::client::result::SdkError<
90 crate::operation::delete_game_server_group::DeleteGameServerGroupError,
91 ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
92 >,
93 > {
94 let input = self
95 .inner
96 .build()
97 .map_err(::aws_smithy_runtime_api::client::result::SdkError::construction_failure)?;
98 let runtime_plugins = crate::operation::delete_game_server_group::DeleteGameServerGroup::operation_runtime_plugins(
99 self.handle.runtime_plugins.clone(),
100 &self.handle.conf,
101 self.config_override,
102 );
103 crate::operation::delete_game_server_group::DeleteGameServerGroup::orchestrate(&runtime_plugins, input).await
104 }
105
106 /// Consumes this builder, creating a customizable operation that can be modified before being sent.
107 pub fn customize(
108 self,
109 ) -> crate::client::customize::CustomizableOperation<
110 crate::operation::delete_game_server_group::DeleteGameServerGroupOutput,
111 crate::operation::delete_game_server_group::DeleteGameServerGroupError,
112 Self,
113 > {
114 crate::client::customize::CustomizableOperation::new(self)
115 }
116 pub(crate) fn config_override(mut self, config_override: impl ::std::convert::Into<crate::config::Builder>) -> Self {
117 self.set_config_override(::std::option::Option::Some(config_override.into()));
118 self
119 }
120
121 pub(crate) fn set_config_override(&mut self, config_override: ::std::option::Option<crate::config::Builder>) -> &mut Self {
122 self.config_override = config_override;
123 self
124 }
125 /// <p>A unique identifier for the game server group. Use either the name or ARN value.</p>
126 pub fn game_server_group_name(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
127 self.inner = self.inner.game_server_group_name(input.into());
128 self
129 }
130 /// <p>A unique identifier for the game server group. Use either the name or ARN value.</p>
131 pub fn set_game_server_group_name(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
132 self.inner = self.inner.set_game_server_group_name(input);
133 self
134 }
135 /// <p>A unique identifier for the game server group. Use either the name or ARN value.</p>
136 pub fn get_game_server_group_name(&self) -> &::std::option::Option<::std::string::String> {
137 self.inner.get_game_server_group_name()
138 }
139 /// <p>The type of delete to perform. Options include the following:</p>
140 /// <ul>
141 /// <li>
142 /// <p><code>SAFE_DELETE</code> – (default) Terminates the game server group and Amazon EC2 Auto Scaling group only when it has no game servers that are in <code>UTILIZED</code> status.</p></li>
143 /// <li>
144 /// <p><code>FORCE_DELETE</code> – Terminates the game server group, including all active game servers regardless of their utilization status, and the Amazon EC2 Auto Scaling group.</p></li>
145 /// <li>
146 /// <p><code>RETAIN</code> – Does a safe delete of the game server group but retains the Amazon EC2 Auto Scaling group as is.</p></li>
147 /// </ul>
148 pub fn delete_option(mut self, input: crate::types::GameServerGroupDeleteOption) -> Self {
149 self.inner = self.inner.delete_option(input);
150 self
151 }
152 /// <p>The type of delete to perform. Options include the following:</p>
153 /// <ul>
154 /// <li>
155 /// <p><code>SAFE_DELETE</code> – (default) Terminates the game server group and Amazon EC2 Auto Scaling group only when it has no game servers that are in <code>UTILIZED</code> status.</p></li>
156 /// <li>
157 /// <p><code>FORCE_DELETE</code> – Terminates the game server group, including all active game servers regardless of their utilization status, and the Amazon EC2 Auto Scaling group.</p></li>
158 /// <li>
159 /// <p><code>RETAIN</code> – Does a safe delete of the game server group but retains the Amazon EC2 Auto Scaling group as is.</p></li>
160 /// </ul>
161 pub fn set_delete_option(mut self, input: ::std::option::Option<crate::types::GameServerGroupDeleteOption>) -> Self {
162 self.inner = self.inner.set_delete_option(input);
163 self
164 }
165 /// <p>The type of delete to perform. Options include the following:</p>
166 /// <ul>
167 /// <li>
168 /// <p><code>SAFE_DELETE</code> – (default) Terminates the game server group and Amazon EC2 Auto Scaling group only when it has no game servers that are in <code>UTILIZED</code> status.</p></li>
169 /// <li>
170 /// <p><code>FORCE_DELETE</code> – Terminates the game server group, including all active game servers regardless of their utilization status, and the Amazon EC2 Auto Scaling group.</p></li>
171 /// <li>
172 /// <p><code>RETAIN</code> – Does a safe delete of the game server group but retains the Amazon EC2 Auto Scaling group as is.</p></li>
173 /// </ul>
174 pub fn get_delete_option(&self) -> &::std::option::Option<crate::types::GameServerGroupDeleteOption> {
175 self.inner.get_delete_option()
176 }
177}