pub struct CreatePlayerSessionFluentBuilder { /* private fields */ }Expand description
Fluent builder constructing a request to CreatePlayerSession.
This API works with the following fleet types: EC2, Anywhere, Container
Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. You can add a group of players to a game session with CreatePlayerSessions .
To create a player session, specify a game session ID, player ID, and optionally a set of player data.
If successful, a slot is reserved in the game session for the player and a new PlayerSessions object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the Amazon GameLift Servers service. Player sessions cannot be updated.
The maximum number of players per game session is 200. It is not adjustable.
Related actions
Implementations§
Source§impl CreatePlayerSessionFluentBuilder
impl CreatePlayerSessionFluentBuilder
Sourcepub fn as_input(&self) -> &CreatePlayerSessionInputBuilder
pub fn as_input(&self) -> &CreatePlayerSessionInputBuilder
Access the CreatePlayerSession as a reference.
Sourcepub async fn send(
self,
) -> Result<CreatePlayerSessionOutput, SdkError<CreatePlayerSessionError, HttpResponse>>
pub async fn send( self, ) -> Result<CreatePlayerSessionOutput, SdkError<CreatePlayerSessionError, 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<CreatePlayerSessionOutput, CreatePlayerSessionError, Self>
pub fn customize( self, ) -> CustomizableOperation<CreatePlayerSessionOutput, CreatePlayerSessionError, Self>
Consumes this builder, creating a customizable operation that can be modified before being sent.
Sourcepub fn game_session_id(self, input: impl Into<String>) -> Self
pub fn game_session_id(self, input: impl Into<String>) -> Self
A unique identifier for the game session to add a player to.
Sourcepub fn set_game_session_id(self, input: Option<String>) -> Self
pub fn set_game_session_id(self, input: Option<String>) -> Self
A unique identifier for the game session to add a player to.
Sourcepub fn get_game_session_id(&self) -> &Option<String>
pub fn get_game_session_id(&self) -> &Option<String>
A unique identifier for the game session to add a player to.
Sourcepub fn player_id(self, input: impl Into<String>) -> Self
pub fn player_id(self, input: impl Into<String>) -> Self
A unique identifier for a player. Player IDs are developer-defined.
Sourcepub fn set_player_id(self, input: Option<String>) -> Self
pub fn set_player_id(self, input: Option<String>) -> Self
A unique identifier for a player. Player IDs are developer-defined.
Sourcepub fn get_player_id(&self) -> &Option<String>
pub fn get_player_id(&self) -> &Option<String>
A unique identifier for a player. Player IDs are developer-defined.
Sourcepub fn player_data(self, input: impl Into<String>) -> Self
pub fn player_data(self, input: impl Into<String>) -> Self
Developer-defined information related to a player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game.
Sourcepub fn set_player_data(self, input: Option<String>) -> Self
pub fn set_player_data(self, input: Option<String>) -> Self
Developer-defined information related to a player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game.
Sourcepub fn get_player_data(&self) -> &Option<String>
pub fn get_player_data(&self) -> &Option<String>
Developer-defined information related to a player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game.
Trait Implementations§
Source§impl Clone for CreatePlayerSessionFluentBuilder
impl Clone for CreatePlayerSessionFluentBuilder
Source§fn clone(&self) -> CreatePlayerSessionFluentBuilder
fn clone(&self) -> CreatePlayerSessionFluentBuilder
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 CreatePlayerSessionFluentBuilder
impl !RefUnwindSafe for CreatePlayerSessionFluentBuilder
impl Send for CreatePlayerSessionFluentBuilder
impl Sync for CreatePlayerSessionFluentBuilder
impl Unpin for CreatePlayerSessionFluentBuilder
impl !UnwindSafe for CreatePlayerSessionFluentBuilder
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);