pub struct UpdateGameServerFluentBuilder { /* private fields */ }
Expand description

Fluent builder constructing a request to UpdateGameServer.

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Updates information about a registered game server to help Amazon GameLift FleetIQ track game server availability. This operation is called by a game server process that is running on an instance in a game server group.

Use this operation to update the following types of game server information. You can make all three types of updates in the same request:

  • To update the game server's utilization status from AVAILABLE (when the game server is available to be claimed) to UTILIZED (when the game server is currently hosting games). Identify the game server and game server group and specify the new utilization status. You can't change the status from to UTILIZED to AVAILABLE .

  • To report health status, identify the game server and game server group and set health check to HEALTHY. If a game server does not report health status for a certain length of time, the game server is no longer considered healthy. As a result, it will be eventually deregistered from the game server group to avoid affecting utilization metrics. The best practice is to report health every 60 seconds.

  • To change game server metadata, provide updated game server data.

Once a game server is successfully updated, the relevant statuses and timestamps are updated.

Learn more

Amazon GameLift FleetIQ Guide

Implementations§

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impl UpdateGameServerFluentBuilder

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pub fn as_input(&self) -> &UpdateGameServerInputBuilder

Access the UpdateGameServer as a reference.

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pub async fn send( self ) -> Result<UpdateGameServerOutput, SdkError<UpdateGameServerError, 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.

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pub fn customize( self ) -> CustomizableOperation<UpdateGameServerOutput, UpdateGameServerError, Self>

Consumes this builder, creating a customizable operation that can be modified before being sent.

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pub fn game_server_group_name(self, input: impl Into<String>) -> Self

A unique identifier for the game server group where the game server is running.

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pub fn set_game_server_group_name(self, input: Option<String>) -> Self

A unique identifier for the game server group where the game server is running.

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pub fn get_game_server_group_name(&self) -> &Option<String>

A unique identifier for the game server group where the game server is running.

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pub fn game_server_id(self, input: impl Into<String>) -> Self

A custom string that uniquely identifies the game server to update.

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pub fn set_game_server_id(self, input: Option<String>) -> Self

A custom string that uniquely identifies the game server to update.

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pub fn get_game_server_id(&self) -> &Option<String>

A custom string that uniquely identifies the game server to update.

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pub fn game_server_data(self, input: impl Into<String>) -> Self

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.

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pub fn set_game_server_data(self, input: Option<String>) -> Self

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.

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pub fn get_game_server_data(&self) -> &Option<String>

A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.

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pub fn utilization_status(self, input: GameServerUtilizationStatus) -> Self

Indicates if the game server is available or is currently hosting gameplay. You can update a game server status from AVAILABLE to UTILIZED, but you can't change a the status from UTILIZED to AVAILABLE.

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pub fn set_utilization_status( self, input: Option<GameServerUtilizationStatus> ) -> Self

Indicates if the game server is available or is currently hosting gameplay. You can update a game server status from AVAILABLE to UTILIZED, but you can't change a the status from UTILIZED to AVAILABLE.

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pub fn get_utilization_status(&self) -> &Option<GameServerUtilizationStatus>

Indicates if the game server is available or is currently hosting gameplay. You can update a game server status from AVAILABLE to UTILIZED, but you can't change a the status from UTILIZED to AVAILABLE.

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pub fn health_check(self, input: GameServerHealthCheck) -> Self

Indicates health status of the game server. A request that includes this parameter updates the game server's LastHealthCheckTime timestamp.

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pub fn set_health_check(self, input: Option<GameServerHealthCheck>) -> Self

Indicates health status of the game server. A request that includes this parameter updates the game server's LastHealthCheckTime timestamp.

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pub fn get_health_check(&self) -> &Option<GameServerHealthCheck>

Indicates health status of the game server. A request that includes this parameter updates the game server's LastHealthCheckTime timestamp.

Trait Implementations§

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impl Clone for UpdateGameServerFluentBuilder

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fn clone(&self) -> UpdateGameServerFluentBuilder

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for UpdateGameServerFluentBuilder

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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