Struct aws_sdk_gamelift::Client
source · pub struct Client { /* private fields */ }
Expand description
Client for Amazon GameLift
Client for invoking operations on Amazon GameLift. Each operation on Amazon GameLift is a method on this
this struct. .send()
MUST be invoked on the generated operations to dispatch the request to the service.
§Constructing a Client
A Config
is required to construct a client. For most use cases, the aws-config
crate should be used to automatically resolve this config using
aws_config::load_from_env()
, since this will resolve an SdkConfig
which can be shared
across multiple different AWS SDK clients. This config resolution process can be customized
by calling aws_config::from_env()
instead, which returns a ConfigLoader
that uses
the builder pattern to customize the default config.
In the simplest case, creating a client looks as follows:
let config = aws_config::load_from_env().await;
let client = aws_sdk_gamelift::Client::new(&config);
Occasionally, SDKs may have additional service-specific values that can be set on the Config
that
is absent from SdkConfig
, or slightly different settings for a specific client may be desired.
The Config
struct implements From<&SdkConfig>
, so setting these specific settings can be
done as follows:
let sdk_config = ::aws_config::load_from_env().await;
let config = aws_sdk_gamelift::config::Builder::from(&sdk_config)
.some_service_specific_setting("value")
.build();
See the aws-config
docs and Config
for more information on customizing configuration.
Note: Client construction is expensive due to connection thread pool initialization, and should be done once at application start-up.
§Using the Client
A client has a function for every operation that can be performed by the service.
For example, the AcceptMatch
operation has
a Client::accept_match
, function which returns a builder for that operation.
The fluent builder ultimately has a send()
function that returns an async future that
returns a result, as illustrated below:
let result = client.accept_match()
.ticket_id("example")
.send()
.await;
The underlying HTTP requests that get made by this can be modified with the customize_operation
function on the fluent builder. See the customize
module for more
information.
Implementations§
source§impl Client
impl Client
sourcepub fn accept_match(&self) -> AcceptMatchFluentBuilder
pub fn accept_match(&self) -> AcceptMatchFluentBuilder
Constructs a fluent builder for the AcceptMatch
operation.
- The fluent builder is configurable:
ticket_id(impl Into<String>)
/set_ticket_id(Option<String>)
:
required: trueA unique identifier for a matchmaking ticket. The ticket must be in status
REQUIRES_ACCEPTANCE
; otherwise this request will fail.player_ids(impl Into<String>)
/set_player_ids(Option<Vec::<String>>)
:
required: trueA unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.
acceptance_type(AcceptanceType)
/set_acceptance_type(Option<AcceptanceType>)
:
required: truePlayer response to the proposed match.
- On success, responds with
AcceptMatchOutput
- On failure, responds with
SdkError<AcceptMatchError>
source§impl Client
impl Client
sourcepub fn claim_game_server(&self) -> ClaimGameServerFluentBuilder
pub fn claim_game_server(&self) -> ClaimGameServerFluentBuilder
Constructs a fluent builder for the ClaimGameServer
operation.
- The fluent builder is configurable:
game_server_group_name(impl Into<String>)
/set_game_server_group_name(Option<String>)
:
required: trueA unique identifier for the game server group where the game server is running. If you are not specifying a game server to claim, this value identifies where you want Amazon GameLift FleetIQ to look for an available game server to claim.
game_server_id(impl Into<String>)
/set_game_server_id(Option<String>)
:
required: falseA custom string that uniquely identifies the game server to claim. If this parameter is left empty, Amazon GameLift FleetIQ searches for an available game server in the specified game server group.
game_server_data(impl Into<String>)
/set_game_server_data(Option<String>)
:
required: falseA 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.
filter_option(ClaimFilterOption)
/set_filter_option(Option<ClaimFilterOption>)
:
required: falseObject that restricts how a claimed game server is chosen.
- On success, responds with
ClaimGameServerOutput
with field(s):game_server(Option<GameServer>)
:Object that describes the newly claimed game server.
- On failure, responds with
SdkError<ClaimGameServerError>
source§impl Client
impl Client
sourcepub fn create_alias(&self) -> CreateAliasFluentBuilder
pub fn create_alias(&self) -> CreateAliasFluentBuilder
Constructs a fluent builder for the CreateAlias
operation.
- The fluent builder is configurable:
name(impl Into<String>)
/set_name(Option<String>)
:
required: trueA descriptive label that is associated with an alias. Alias names do not need to be unique.
description(impl Into<String>)
/set_description(Option<String>)
:
required: falseA human-readable description of the alias.
routing_strategy(RoutingStrategy)
/set_routing_strategy(Option<RoutingStrategy>)
:
required: trueThe routing configuration, including routing type and fleet target, for the alias.
tags(Tag)
/set_tags(Option<Vec::<Tag>>)
:
required: falseA list of labels to assign to the new alias resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
- On success, responds with
CreateAliasOutput
with field(s):alias(Option<Alias>)
:The newly created alias resource.
- On failure, responds with
SdkError<CreateAliasError>
source§impl Client
impl Client
sourcepub fn create_build(&self) -> CreateBuildFluentBuilder
pub fn create_build(&self) -> CreateBuildFluentBuilder
Constructs a fluent builder for the CreateBuild
operation.
- The fluent builder is configurable:
name(impl Into<String>)
/set_name(Option<String>)
:
required: falseA descriptive label associated with a build. Build names don’t need to be unique. You can change this value later.
version(impl Into<String>)
/set_version(Option<String>)
:
required: falseVersion information associated with a build or script. Version strings don’t need to be unique. You can change this value later.
storage_location(S3Location)
/set_storage_location(Option<S3Location>)
:
required: falseInformation indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region.
If a
StorageLocation
is specified, the size of your file can be found in your Amazon S3 bucket. Amazon GameLift will report aSizeOnDisk
of 0.operating_system(OperatingSystem)
/set_operating_system(Option<OperatingSystem>)
:
required: falseThe operating system that your game server binaries run on. This value determines the type of fleet resources that you use for this build. If your game build contains multiple executables, they all must run on the same operating system. You must specify a valid operating system in this request. There is no default value. You can’t change a build’s operating system later.
If you have active fleets using the Windows Server 2012 operating system, you can continue to create new builds using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows Server 2016 when creating new Windows-based builds.
tags(Tag)
/set_tags(Option<Vec::<Tag>>)
:
required: falseA list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
server_sdk_version(impl Into<String>)
/set_server_sdk_version(Option<String>)
:
required: falseA server SDK version you used when integrating your game server build with Amazon GameLift. For more information see Integrate games with custom game servers. By default Amazon GameLift sets this value to
4.0.2
.
- On success, responds with
CreateBuildOutput
with field(s):build_value(Option<Build>)
:The newly created build resource, including a unique build IDs and status.
upload_credentials(Option<AwsCredentials>)
:This element is returned only when the operation is called without a storage location. It contains credentials to use when you are uploading a build file to an Amazon S3 bucket that is owned by Amazon GameLift. Credentials have a limited life span. To refresh these credentials, call RequestUploadCredentials.
storage_location(Option<S3Location>)
:Amazon S3 location for your game build file, including bucket name and key.
- On failure, responds with
SdkError<CreateBuildError>
source§impl Client
impl Client
sourcepub fn create_container_group_definition(
&self
) -> CreateContainerGroupDefinitionFluentBuilder
pub fn create_container_group_definition( &self ) -> CreateContainerGroupDefinitionFluentBuilder
Constructs a fluent builder for the CreateContainerGroupDefinition
operation.
- The fluent builder is configurable:
name(impl Into<String>)
/set_name(Option<String>)
:
required: trueA descriptive identifier for the container group definition. The name value must be unique in an Amazon Web Services Region.
scheduling_strategy(ContainerSchedulingStrategy)
/set_scheduling_strategy(Option<ContainerSchedulingStrategy>)
:
required: falseThe method for deploying the container group across fleet instances. A replica container group might have multiple copies on each fleet instance. A daemon container group has one copy per fleet instance. Default value is
REPLICA
.total_memory_limit(i32)
/set_total_memory_limit(Option<i32>)
:
required: trueThe maximum amount of memory (in MiB) to allocate to the container group. All containers in the group share this memory. If you specify memory limits for individual containers, set this parameter based on the following guidelines. The value must be (1) greater than the sum of the soft memory limits for all containers in the group, and (2) greater than any individual container’s hard memory limit.
total_cpu_limit(i32)
/set_total_cpu_limit(Option<i32>)
:
required: trueThe maximum amount of CPU units to allocate to the container group. Set this parameter to an integer value in CPU units (1 vCPU is equal to 1024 CPU units). All containers in the group share this memory. If you specify CPU limits for individual containers, set this parameter based on the following guidelines. The value must be equal to or greater than the sum of the CPU limits for all containers in the group.
container_definitions(ContainerDefinitionInput)
/set_container_definitions(Option<Vec::<ContainerDefinitionInput>>)
:
required: trueDefinitions for all containers in this group. Each container definition identifies the container image and specifies configuration settings for the container. See the Container fleet design guide for container guidelines.
operating_system(ContainerOperatingSystem)
/set_operating_system(Option<ContainerOperatingSystem>)
:
required: trueThe platform that is used by containers in the container group definition. All containers in a group must run on the same operating system.
tags(Tag)
/set_tags(Option<Vec::<Tag>>)
:
required: falseA list of labels to assign to the container group definition resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
- On success, responds with
CreateContainerGroupDefinitionOutput
with field(s):container_group_definition(Option<ContainerGroupDefinition>)
:The properties of the newly created container group definition resource. You use this resource to create a container fleet.
- On failure, responds with
SdkError<CreateContainerGroupDefinitionError>
source§impl Client
impl Client
sourcepub fn create_fleet(&self) -> CreateFleetFluentBuilder
pub fn create_fleet(&self) -> CreateFleetFluentBuilder
Constructs a fluent builder for the CreateFleet
operation.
- The fluent builder is configurable:
name(impl Into<String>)
/set_name(Option<String>)
:
required: trueA descriptive label that is associated with a fleet. Fleet names do not need to be unique.
description(impl Into<String>)
/set_description(Option<String>)
:
required: falseA description for the fleet.
build_id(impl Into<String>)
/set_build_id(Option<String>)
:
required: falseThe unique identifier for a custom game server build to be deployed to a fleet with compute type
EC2
. You can use either the build ID or ARN. The build must be uploaded to Amazon GameLift and inREADY
status. This fleet property can’t be changed after the fleet is created.script_id(impl Into<String>)
/set_script_id(Option<String>)
:
required: falseThe unique identifier for a Realtime configuration script to be deployed to a fleet with compute type
EC2
. You can use either the script ID or ARN. Scripts must be uploaded to Amazon GameLift prior to creating the fleet. This fleet property can’t be changed after the fleet is created.server_launch_path(impl Into<String>)
/set_server_launch_path(Option<String>)
:
required: falseThis parameter is no longer used. Specify a server launch path using the
RuntimeConfiguration
parameter. Requests that use this parameter instead continue to be valid.server_launch_parameters(impl Into<String>)
/set_server_launch_parameters(Option<String>)
:
required: falseThis parameter is no longer used. Specify server launch parameters using the
RuntimeConfiguration
parameter. Requests that use this parameter instead continue to be valid.log_paths(impl Into<String>)
/set_log_paths(Option<Vec::<String>>)
:
required: falseThis parameter is no longer used. To specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API
ProcessReady()
and specify one or more directory paths inlogParameters
. For more information, see Initialize the server process in the Amazon GameLift Developer Guide.ec2_instance_type(Ec2InstanceType)
/set_ec2_instance_type(Option<Ec2InstanceType>)
:
required: falseThe Amazon GameLift-supported Amazon EC2 instance type to use with EC2 and container fleets. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon Elastic Compute Cloud Instance Types for detailed descriptions of Amazon EC2 instance types.
ec2_inbound_permissions(IpPermission)
/set_ec2_inbound_permissions(Option<Vec::<IpPermission>>)
:
required: falseThe IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet. Set this parameter for EC2 and container fleets. You can leave this parameter empty when creating the fleet, but you must call
UpdateFleetPortSettings
to set it before players can connect to game sessions. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you’re finished. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges.To manage inbound access for a container fleet, set this parameter to the same port numbers that you set for the fleet’s connection port range. During the life of the fleet, update this parameter to control which connection ports are open to inbound traffic.
new_game_session_protection_policy(ProtectionPolicy)
/set_new_game_session_protection_policy(Option<ProtectionPolicy>)
:
required: falseThe status of termination protection for active game sessions on the fleet. By default, this property is set to
NoProtection
. You can also set game session protection for an individual game session by calling UpdateGameSession.-
NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.
-
FullProtection - Game sessions in
ACTIVE
status cannot be terminated during a scale-down event.
-
runtime_configuration(RuntimeConfiguration)
/set_runtime_configuration(Option<RuntimeConfiguration>)
:
required: falseInstructions for how to launch and run server processes on the fleet. Set runtime configuration for EC2 fleets and container fleets. For an Anywhere fleets, set this parameter only if the fleet is running the Amazon GameLift Agent. The runtime configuration defines one or more server process configurations. Each server process identifies a game executable or Realtime script file and the number of processes to run concurrently.
This parameter replaces the parameters
ServerLaunchPath
andServerLaunchParameters
, which are still supported for backward compatibility.resource_creation_limit_policy(ResourceCreationLimitPolicy)
/set_resource_creation_limit_policy(Option<ResourceCreationLimitPolicy>)
:
required: falseA policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.
metric_groups(impl Into<String>)
/set_metric_groups(Option<Vec::<String>>)
:
required: falseThe name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.
peer_vpc_aws_account_id(impl Into<String>)
/set_peer_vpc_aws_account_id(Option<String>)
:
required: falseUsed when peering your Amazon GameLift fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings.
peer_vpc_id(impl Into<String>)
/set_peer_vpc_id(Option<String>)
:
required: falseA unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
fleet_type(FleetType)
/set_fleet_type(Option<FleetType>)
:
required: falseIndicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to
ON_DEMAND
. Learn more about when to use On-Demand versus Spot Instances. This fleet property can’t be changed after the fleet is created.instance_role_arn(impl Into<String>)
/set_instance_role_arn(Option<String>)
:
required: falseA unique identifier for an IAM role with access permissions to other Amazon Web Services services. Any application that runs on an instance in the fleet–including install scripts, server processes, and other processes–can use these permissions to interact with Amazon Web Services resources that you own or have access to. For more information about using the role with your game server builds, see Communicate with other Amazon Web Services resources from your fleets. This fleet property can’t be changed after the fleet is created.
certificate_configuration(CertificateConfiguration)
/set_certificate_configuration(Option<CertificateConfiguration>)
:
required: falsePrompts Amazon GameLift to generate a TLS/SSL certificate for the fleet. Amazon GameLift uses the certificates to encrypt traffic between game clients and the game servers running on Amazon GameLift. By default, the
CertificateConfiguration
isDISABLED
. You can’t change this property after you create the fleet.Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.
ACM isn’t available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see Supported Regions in the Certificate Manager User Guide.
locations(LocationConfiguration)
/set_locations(Option<Vec::<LocationConfiguration>>)
:
required: falseA set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in Amazon Web Services Regions that support multiple locations. You can add any Amazon GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code, such as
us-west-2
or Local Zone code. To create a fleet with instances in the home Region only, don’t set this parameter.When using this parameter, Amazon GameLift requires you to include your home location in the request.
tags(Tag)
/set_tags(Option<Vec::<Tag>>)
:
required: falseA list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
compute_type(ComputeType)
/set_compute_type(Option<ComputeType>)
:
required: falseThe type of compute resource used to host your game servers.
-
EC2
– The game server build is deployed to Amazon EC2 instances for cloud hosting. This is the default setting. -
CONTAINER
– Container images with your game server build and supporting software are deployed to Amazon EC2 instances for cloud hosting. With this compute type, you must specify theContainerGroupsConfiguration
parameter. -
ANYWHERE
– Game servers or container images with your game server and supporting software are deployed to compute resources that are provided and managed by you. With this compute type, you can also set theAnywhereConfiguration
parameter.
-
anywhere_configuration(AnywhereConfiguration)
/set_anywhere_configuration(Option<AnywhereConfiguration>)
:
required: falseAmazon GameLift Anywhere configuration options.
instance_role_credentials_provider(InstanceRoleCredentialsProvider)
/set_instance_role_credentials_provider(Option<InstanceRoleCredentialsProvider>)
:
required: falsePrompts Amazon GameLift to generate a shared credentials file for the IAM role that’s defined in
InstanceRoleArn
. The shared credentials file is stored on each fleet instance and refreshed as needed. Use shared credentials for applications that are deployed along with the game server executable, if the game server is integrated with server SDK version 5.x. For more information about using shared credentials, see Communicate with other Amazon Web Services resources from your fleets.container_groups_configuration(ContainerGroupsConfiguration)
/set_container_groups_configuration(Option<ContainerGroupsConfiguration>)
:
required: falseThe container groups to deploy to instances in the container fleet and other fleet-level configuration settings. Use the
CreateContainerGroupDefinition
action to create container groups. A container fleet must have exactly one replica container group, and can optionally have one daemon container group. You can’t change this property after you create the fleet.
- On success, responds with
CreateFleetOutput
with field(s):fleet_attributes(Option<FleetAttributes>)
:The properties for the new fleet, including the current status. All fleets are placed in
NEW
status on creation.location_states(Option<Vec::<LocationState>>)
:The fleet’s locations and life-cycle status of each location. For new fleets, the status of all locations is set to
NEW
. During fleet creation, Amazon GameLift updates each location status as instances are deployed there and prepared for game hosting. This list includes an entry for the fleet’s home Region. For fleets with no remote locations, only one entry, representing the home Region, is returned.
- On failure, responds with
SdkError<CreateFleetError>
source§impl Client
impl Client
sourcepub fn create_fleet_locations(&self) -> CreateFleetLocationsFluentBuilder
pub fn create_fleet_locations(&self) -> CreateFleetLocationsFluentBuilder
Constructs a fluent builder for the CreateFleetLocations
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to add locations to. You can use either the fleet ID or ARN value.
locations(LocationConfiguration)
/set_locations(Option<Vec::<LocationConfiguration>>)
:
required: trueA list of locations to deploy additional instances to and manage as part of the fleet. You can add any Amazon GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as
us-west-2
.
- On success, responds with
CreateFleetLocationsOutput
with field(s):fleet_id(Option<String>)
:A unique identifier for the fleet that was updated with new locations.
fleet_arn(Option<String>)
:The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:
.::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 location_states(Option<Vec::<LocationState>>)
:The remote locations that are being added to the fleet, and the life-cycle status of each location. For new locations, the status is set to
NEW
. During location creation, Amazon GameLift updates each location’s status as instances are deployed there and prepared for game hosting. This list does not include the fleet home Region or any remote locations that were already added to the fleet.
- On failure, responds with
SdkError<CreateFleetLocationsError>
source§impl Client
impl Client
sourcepub fn create_game_server_group(&self) -> CreateGameServerGroupFluentBuilder
pub fn create_game_server_group(&self) -> CreateGameServerGroupFluentBuilder
Constructs a fluent builder for the CreateGameServerGroup
operation.
- The fluent builder is configurable:
game_server_group_name(impl Into<String>)
/set_game_server_group_name(Option<String>)
:
required: trueAn identifier for the new game server group. This value is used to generate unique ARN identifiers for the Amazon EC2 Auto Scaling group and the Amazon GameLift FleetIQ game server group. The name must be unique per Region per Amazon Web Services account.
role_arn(impl Into<String>)
/set_role_arn(Option<String>)
:
required: trueThe Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
min_size(i32)
/set_min_size(Option<i32>)
:
required: trueThe minimum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift FleetIQ and Amazon EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
max_size(i32)
/set_max_size(Option<i32>)
:
required: trueThe maximum number of instances allowed in the Amazon EC2 Auto Scaling group. During automatic scaling events, Amazon GameLift FleetIQ and EC2 do not scale up the group above this maximum. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
launch_template(LaunchTemplateSpecification)
/set_launch_template(Option<LaunchTemplateSpecification>)
:
required: trueThe Amazon EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon Elastic Compute Cloud Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.
If you specify network interfaces in your launch template, you must explicitly set the property
AssociatePublicIpAddress
to “true”. If no network interface is specified in the launch template, Amazon GameLift FleetIQ uses your account’s default VPC.instance_definitions(InstanceDefinition)
/set_instance_definitions(Option<Vec::<InstanceDefinition>>)
:
required: trueThe Amazon EC2 instance types and sizes to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by Amazon GameLift FleetIQ. For more information on instance types, see EC2 Instance Types in the Amazon Elastic Compute Cloud User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value “1”. For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
auto_scaling_policy(GameServerGroupAutoScalingPolicy)
/set_auto_scaling_policy(Option<GameServerGroupAutoScalingPolicy>)
:
required: falseConfiguration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric
“PercentUtilizedGameServers”
to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the Amazon Web Services console or APIs.balancing_strategy(BalancingStrategy)
/set_balancing_strategy(Option<BalancingStrategy>)
:
required: falseIndicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:
-
SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced. -
SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances. -
ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.
-
game_server_protection_policy(GameServerProtectionPolicy)
/set_game_server_protection_policy(Option<GameServerProtectionPolicy>)
:
required: falseA flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is set to
NO_PROTECTION
by default.vpc_subnets(impl Into<String>)
/set_vpc_subnets(Option<Vec::<String>>)
:
required: falseA list of virtual private cloud (VPC) subnets to use with instances in the game server group. By default, all Amazon GameLift FleetIQ-supported Availability Zones are used. You can use this parameter to specify VPCs that you’ve set up. This property cannot be updated after the game server group is created, and the corresponding Auto Scaling group will always use the property value that is set with this request, even if the Auto Scaling group is updated directly.
tags(Tag)
/set_tags(Option<Vec::<Tag>>)
:
required: falseA list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources is useful for resource management, access management, and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
- On success, responds with
CreateGameServerGroupOutput
with field(s):game_server_group(Option<GameServerGroup>)
:The newly created game server group object, including the new ARN value for the Amazon GameLift FleetIQ game server group and the object’s status. The Amazon EC2 Auto Scaling group ARN is initially null, since the group has not yet been created. This value is added once the game server group status reaches
ACTIVE
.
- On failure, responds with
SdkError<CreateGameServerGroupError>
source§impl Client
impl Client
sourcepub fn create_game_session(&self) -> CreateGameSessionFluentBuilder
pub fn create_game_session(&self) -> CreateGameSessionFluentBuilder
Constructs a fluent builder for the CreateGameSession
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: falseA unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
alias_id(impl Into<String>)
/set_alias_id(Option<String>)
:
required: falseA unique identifier for the alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
maximum_player_session_count(i32)
/set_maximum_player_session_count(Option<i32>)
:
required: trueThe maximum number of players that can be connected simultaneously to the game session.
name(impl Into<String>)
/set_name(Option<String>)
:
required: falseA descriptive label that is associated with a game session. Session names do not need to be unique.
game_properties(GameProperty)
/set_game_properties(Option<Vec::<GameProperty>>)
:
required: falseA set of key-value pairs that can store custom data in a game session. For example:
{“Key”: “difficulty”, “Value”: “novice”}
. For an example, see Create a game session with custom properties.creator_id(impl Into<String>)
/set_creator_id(Option<String>)
:
required: falseA unique identifier for a player or entity creating the game session.
If you add a resource creation limit policy to a fleet, the
CreateGameSession
operation requires aCreatorId
. Amazon GameLift limits the number of game session creation requests with the sameCreatorId
in a specified time period.If you your fleet doesn’t have a resource creation limit policy and you provide a
CreatorId
in yourCreateGameSession
requests, Amazon GameLift limits requests to one request perCreatorId
per second.To not limit
CreateGameSession
requests with the sameCreatorId
, don’t provide aCreatorId
in yourCreateGameSession
request.game_session_id(impl Into<String>)
/set_game_session_id(Option<String>)
:
required: falseThis parameter is deprecated. Use
IdempotencyToken
instead.Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session’s ID.
idempotency_token(impl Into<String>)
/set_idempotency_token(Option<String>)
:
required: falseCustom string that uniquely identifies the new game session request. This is useful for ensuring that game session requests with the same idempotency token are processed only once. Subsequent requests with the same string return the original
GameSession
object, with an updated status. Maximum token length is 48 characters. If provided, this string is included in the new game session’s ID. A game session ARN has the following format:arn:aws:gamelift:
. Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.::gamesession/ / game_session_data(impl Into<String>)
/set_game_session_data(Option<String>)
:
required: falseA set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session).
location(impl Into<String>)
/set_location(Option<String>)
:
required: falseA fleet’s remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet’s home Region. Specify a remote location with an Amazon Web Services Region code such as
us-west-2
. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere fleet’s custom location.
- On success, responds with
CreateGameSessionOutput
with field(s):game_session(Option<GameSession>)
:Object that describes the newly created game session record.
- On failure, responds with
SdkError<CreateGameSessionError>
source§impl Client
impl Client
sourcepub fn create_game_session_queue(&self) -> CreateGameSessionQueueFluentBuilder
pub fn create_game_session_queue(&self) -> CreateGameSessionQueueFluentBuilder
Constructs a fluent builder for the CreateGameSessionQueue
operation.
- The fluent builder is configurable:
name(impl Into<String>)
/set_name(Option<String>)
:
required: trueA descriptive label that is associated with game session queue. Queue names must be unique within each Region.
timeout_in_seconds(i32)
/set_timeout_in_seconds(Option<i32>)
:
required: falseThe maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a
TIMED_OUT
status. By default, this property is set to600
.player_latency_policies(PlayerLatencyPolicy)
/set_player_latency_policies(Option<Vec::<PlayerLatencyPolicy>>)
:
required: falseA set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
destinations(GameSessionQueueDestination)
/set_destinations(Option<Vec::<GameSessionQueueDestination>>)
:
required: falseA list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.
filter_configuration(FilterConfiguration)
/set_filter_configuration(Option<FilterConfiguration>)
:
required: falseA list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as
us-west-2
. If this parameter is not set, game sessions can be placed in any queue location.priority_configuration(PriorityConfiguration)
/set_priority_configuration(Option<PriorityConfiguration>)
:
required: falseCustom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.
custom_event_data(impl Into<String>)
/set_custom_event_data(Option<String>)
:
required: falseInformation to be added to all events that are related to this game session queue.
notification_target(impl Into<String>)
/set_notification_target(Option<String>)
:
required: falseAn SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
tags(Tag)
/set_tags(Option<Vec::<Tag>>)
:
required: falseA list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
- On success, responds with
CreateGameSessionQueueOutput
with field(s):game_session_queue(Option<GameSessionQueue>)
:An object that describes the newly created game session queue.
- On failure, responds with
SdkError<CreateGameSessionQueueError>
source§impl Client
impl Client
sourcepub fn create_location(&self) -> CreateLocationFluentBuilder
pub fn create_location(&self) -> CreateLocationFluentBuilder
Constructs a fluent builder for the CreateLocation
operation.
- The fluent builder is configurable:
location_name(impl Into<String>)
/set_location_name(Option<String>)
:
required: trueA descriptive name for the custom location.
tags(Tag)
/set_tags(Option<Vec::<Tag>>)
:
required: falseA list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Rareference.
- On success, responds with
CreateLocationOutput
with field(s):location(Option<LocationModel>)
:The details of the custom location you created.
- On failure, responds with
SdkError<CreateLocationError>
source§impl Client
impl Client
sourcepub fn create_matchmaking_configuration(
&self
) -> CreateMatchmakingConfigurationFluentBuilder
pub fn create_matchmaking_configuration( &self ) -> CreateMatchmakingConfigurationFluentBuilder
Constructs a fluent builder for the CreateMatchmakingConfiguration
operation.
- The fluent builder is configurable:
name(impl Into<String>)
/set_name(Option<String>)
:
required: trueA unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
description(impl Into<String>)
/set_description(Option<String>)
:
required: falseA human-readable description of the matchmaking configuration.
game_session_queue_arns(impl Into<String>)
/set_game_session_queue_arns(Option<Vec::<String>>)
:
required: falseThe Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:
. Queues can be located in any Region. Queues are used to start new Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If::gamesessionqueue/ FlexMatchMode
is set toSTANDALONE
, do not set this parameter.request_timeout_seconds(i32)
/set_request_timeout_seconds(Option<i32>)
:
required: trueThe maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
acceptance_timeout_seconds(i32)
/set_acceptance_timeout_seconds(Option<i32>)
:
required: falseThe length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
acceptance_required(bool)
/set_acceptance_required(Option<bool>)
:
required: trueA flag that determines whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to
TRUE
. With this option enabled, matchmaking tickets use the statusREQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.rule_set_name(impl Into<String>)
/set_rule_set_name(Option<String>)
:
required: trueA unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.
notification_target(impl Into<String>)
/set_notification_target(Option<String>)
:
required: falseAn SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
additional_player_count(i32)
/set_additional_player_count(Option<i32>)
:
required: falseThe number of player slots in a match to keep open for future players. For example, if the configuration’s rule set specifies a match for a single 10-person team, and the additional player count is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future players. This parameter is not used if
FlexMatchMode
is set toSTANDALONE
.custom_event_data(impl Into<String>)
/set_custom_event_data(Option<String>)
:
required: falseInformation to be added to all events related to this matchmaking configuration.
game_properties(GameProperty)
/set_game_properties(Option<Vec::<GameProperty>>)
:
required: falseA set of key-value pairs that can store custom data in a game session. For example:
{“Key”: “difficulty”, “Value”: “novice”}
. This information is added to the newGameSession
object that is created for a successful match. This parameter is not used ifFlexMatchMode
is set toSTANDALONE
.game_session_data(impl Into<String>)
/set_game_session_data(Option<String>)
:
required: falseA set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session). This information is added to the new
GameSession
object that is created for a successful match. This parameter is not used ifFlexMatchMode
is set toSTANDALONE
.backfill_mode(BackfillMode)
/set_backfill_mode(Option<BackfillMode>)
:
required: falseThe method used to backfill game sessions that are created with this matchmaking configuration. Specify
MANUAL
when your game manages backfill requests manually or does not use the match backfill feature. SpecifyAUTOMATIC
to have Amazon GameLift create a backfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available whenFlexMatchMode
is set toSTANDALONE
.flex_match_mode(FlexMatchMode)
/set_flex_match_mode(Option<FlexMatchMode>)
:
required: falseIndicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution.
-
STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
-
WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session for the match.
-
tags(Tag)
/set_tags(Option<Vec::<Tag>>)
:
required: falseA list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
- On success, responds with
CreateMatchmakingConfigurationOutput
with field(s):configuration(Option<MatchmakingConfiguration>)
:Object that describes the newly created matchmaking configuration.
- On failure, responds with
SdkError<CreateMatchmakingConfigurationError>
source§impl Client
impl Client
sourcepub fn create_matchmaking_rule_set(
&self
) -> CreateMatchmakingRuleSetFluentBuilder
pub fn create_matchmaking_rule_set( &self ) -> CreateMatchmakingRuleSetFluentBuilder
Constructs a fluent builder for the CreateMatchmakingRuleSet
operation.
- The fluent builder is configurable:
name(impl Into<String>)
/set_name(Option<String>)
:
required: trueA unique identifier for the matchmaking rule set. A matchmaking configuration identifies the rule set it uses by this name value. Note that the rule set name is different from the optional
name
field in the rule set body.rule_set_body(impl Into<String>)
/set_rule_set_body(Option<String>)
:
required: trueA collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most elements support a description field.
tags(Tag)
/set_tags(Option<Vec::<Tag>>)
:
required: falseA list of labels to assign to the new matchmaking rule set resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference.
- On success, responds with
CreateMatchmakingRuleSetOutput
with field(s):rule_set(Option<MatchmakingRuleSet>)
:The newly created matchmaking rule set.
- On failure, responds with
SdkError<CreateMatchmakingRuleSetError>
source§impl Client
impl Client
sourcepub fn create_player_session(&self) -> CreatePlayerSessionFluentBuilder
pub fn create_player_session(&self) -> CreatePlayerSessionFluentBuilder
Constructs a fluent builder for the CreatePlayerSession
operation.
- The fluent builder is configurable:
game_session_id(impl Into<String>)
/set_game_session_id(Option<String>)
:
required: trueA unique identifier for the game session to add a player to.
player_id(impl Into<String>)
/set_player_id(Option<String>)
:
required: trueA unique identifier for a player. Player IDs are developer-defined.
player_data(impl Into<String>)
/set_player_data(Option<String>)
:
required: falseDeveloper-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.
- On success, responds with
CreatePlayerSessionOutput
with field(s):player_session(Option<PlayerSession>)
:Object that describes the newly created player session record.
- On failure, responds with
SdkError<CreatePlayerSessionError>
source§impl Client
impl Client
sourcepub fn create_player_sessions(&self) -> CreatePlayerSessionsFluentBuilder
pub fn create_player_sessions(&self) -> CreatePlayerSessionsFluentBuilder
Constructs a fluent builder for the CreatePlayerSessions
operation.
- The fluent builder is configurable:
game_session_id(impl Into<String>)
/set_game_session_id(Option<String>)
:
required: trueA unique identifier for the game session to add players to.
player_ids(impl Into<String>)
/set_player_ids(Option<Vec::<String>>)
:
required: trueList of unique identifiers for the players to be added.
player_data_map(impl Into<String>, impl Into<String>)
/set_player_data_map(Option<HashMap::<String, String>>)
:
required: falseMap of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the
PlayerIds
parameter are ignored.
- On success, responds with
CreatePlayerSessionsOutput
with field(s):player_sessions(Option<Vec::<PlayerSession>>)
:A collection of player session objects created for the added players.
- On failure, responds with
SdkError<CreatePlayerSessionsError>
source§impl Client
impl Client
sourcepub fn create_script(&self) -> CreateScriptFluentBuilder
pub fn create_script(&self) -> CreateScriptFluentBuilder
Constructs a fluent builder for the CreateScript
operation.
- The fluent builder is configurable:
name(impl Into<String>)
/set_name(Option<String>)
:
required: falseA descriptive label that is associated with a script. Script names don’t need to be unique. You can use UpdateScript to change this value later.
version(impl Into<String>)
/set_version(Option<String>)
:
required: falseVersion information associated with a build or script. Version strings don’t need to be unique. You can use UpdateScript to change this value later.
storage_location(S3Location)
/set_storage_location(Option<S3Location>)
:
required: falseThe location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the “key”), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the
ObjectVersion
parameter to specify an earlier version.zip_file(Blob)
/set_zip_file(Option<Blob>)
:
required: falseA data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string “fileb://” to indicate that the file data is a binary object. For example:
–zip-file fileb://myRealtimeScript.zip
.tags(Tag)
/set_tags(Option<Vec::<Tag>>)
:
required: falseA list of labels to assign to the new script resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.
- On success, responds with
CreateScriptOutput
with field(s):script(Option<Script>)
:The newly created script record with a unique script ID and ARN. The new script’s storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.
- On failure, responds with
SdkError<CreateScriptError>
source§impl Client
impl Client
Constructs a fluent builder for the CreateVpcPeeringAuthorization
operation.
- The fluent builder is configurable:
game_lift_aws_account_id(impl Into<String>)
/set_game_lift_aws_account_id(Option<String>)
:
required: trueA unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
peer_vpc_id(impl Into<String>)
/set_peer_vpc_id(Option<String>)
:
required: trueA unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
- On success, responds with
CreateVpcPeeringAuthorizationOutput
with field(s):vpc_peering_authorization(Option<VpcPeeringAuthorization>)
:Details on the requested VPC peering authorization, including expiration.
- On failure, responds with
SdkError<CreateVpcPeeringAuthorizationError>
source§impl Client
impl Client
sourcepub fn create_vpc_peering_connection(
&self
) -> CreateVpcPeeringConnectionFluentBuilder
pub fn create_vpc_peering_connection( &self ) -> CreateVpcPeeringConnectionFluentBuilder
Constructs a fluent builder for the CreateVpcPeeringConnection
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift which GameLift VPC to peer with.
peer_vpc_aws_account_id(impl Into<String>)
/set_peer_vpc_aws_account_id(Option<String>)
:
required: trueA unique identifier for the Amazon Web Services account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the Amazon Web Services Management Console under account settings.
peer_vpc_id(impl Into<String>)
/set_peer_vpc_id(Option<String>)
:
required: trueA unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
- On success, responds with
CreateVpcPeeringConnectionOutput
- On failure, responds with
SdkError<CreateVpcPeeringConnectionError>
source§impl Client
impl Client
sourcepub fn delete_alias(&self) -> DeleteAliasFluentBuilder
pub fn delete_alias(&self) -> DeleteAliasFluentBuilder
Constructs a fluent builder for the DeleteAlias
operation.
- The fluent builder is configurable:
alias_id(impl Into<String>)
/set_alias_id(Option<String>)
:
required: trueA unique identifier of the alias that you want to delete. You can use either the alias ID or ARN value.
- On success, responds with
DeleteAliasOutput
- On failure, responds with
SdkError<DeleteAliasError>
source§impl Client
impl Client
sourcepub fn delete_build(&self) -> DeleteBuildFluentBuilder
pub fn delete_build(&self) -> DeleteBuildFluentBuilder
Constructs a fluent builder for the DeleteBuild
operation.
- The fluent builder is configurable:
build_id(impl Into<String>)
/set_build_id(Option<String>)
:
required: trueA unique identifier for the build to delete. You can use either the build ID or ARN value.
- On success, responds with
DeleteBuildOutput
- On failure, responds with
SdkError<DeleteBuildError>
source§impl Client
impl Client
sourcepub fn delete_container_group_definition(
&self
) -> DeleteContainerGroupDefinitionFluentBuilder
pub fn delete_container_group_definition( &self ) -> DeleteContainerGroupDefinitionFluentBuilder
Constructs a fluent builder for the DeleteContainerGroupDefinition
operation.
- The fluent builder is configurable:
name(impl Into<String>)
/set_name(Option<String>)
:
required: trueThe unique identifier for the container group definition to delete. You can use either the
Name
orARN
value.
- On success, responds with
DeleteContainerGroupDefinitionOutput
- On failure, responds with
SdkError<DeleteContainerGroupDefinitionError>
source§impl Client
impl Client
sourcepub fn delete_fleet(&self) -> DeleteFleetFluentBuilder
pub fn delete_fleet(&self) -> DeleteFleetFluentBuilder
Constructs a fluent builder for the DeleteFleet
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.
- On success, responds with
DeleteFleetOutput
- On failure, responds with
SdkError<DeleteFleetError>
source§impl Client
impl Client
sourcepub fn delete_fleet_locations(&self) -> DeleteFleetLocationsFluentBuilder
pub fn delete_fleet_locations(&self) -> DeleteFleetLocationsFluentBuilder
Constructs a fluent builder for the DeleteFleetLocations
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to delete locations for. You can use either the fleet ID or ARN value.
locations(impl Into<String>)
/set_locations(Option<Vec::<String>>)
:
required: trueThe list of fleet locations to delete. Specify locations in the form of an Amazon Web Services Region code, such as
us-west-2
.
- On success, responds with
DeleteFleetLocationsOutput
with field(s):fleet_id(Option<String>)
:A unique identifier for the fleet that location attributes are being deleted for.
fleet_arn(Option<String>)
:The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:
.::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 location_states(Option<Vec::<LocationState>>)
:The remote locations that are being deleted, with each location status set to
DELETING
.
- On failure, responds with
SdkError<DeleteFleetLocationsError>
source§impl Client
impl Client
sourcepub fn delete_game_server_group(&self) -> DeleteGameServerGroupFluentBuilder
pub fn delete_game_server_group(&self) -> DeleteGameServerGroupFluentBuilder
Constructs a fluent builder for the DeleteGameServerGroup
operation.
- The fluent builder is configurable:
game_server_group_name(impl Into<String>)
/set_game_server_group_name(Option<String>)
:
required: trueA unique identifier for the game server group. Use either the name or ARN value.
delete_option(GameServerGroupDeleteOption)
/set_delete_option(Option<GameServerGroupDeleteOption>)
:
required: falseThe 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.
-
- On success, responds with
DeleteGameServerGroupOutput
with field(s):game_server_group(Option<GameServerGroup>)
:An object that describes the deleted game server group resource, with status updated to
DELETE_SCHEDULED
.
- On failure, responds with
SdkError<DeleteGameServerGroupError>
source§impl Client
impl Client
sourcepub fn delete_game_session_queue(&self) -> DeleteGameSessionQueueFluentBuilder
pub fn delete_game_session_queue(&self) -> DeleteGameSessionQueueFluentBuilder
Constructs a fluent builder for the DeleteGameSessionQueue
operation.
- The fluent builder is configurable:
name(impl Into<String>)
/set_name(Option<String>)
:
required: trueA descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.
- On success, responds with
DeleteGameSessionQueueOutput
- On failure, responds with
SdkError<DeleteGameSessionQueueError>
source§impl Client
impl Client
sourcepub fn delete_location(&self) -> DeleteLocationFluentBuilder
pub fn delete_location(&self) -> DeleteLocationFluentBuilder
Constructs a fluent builder for the DeleteLocation
operation.
- The fluent builder is configurable:
location_name(impl Into<String>)
/set_location_name(Option<String>)
:
required: trueThe location name of the custom location to be deleted.
- On success, responds with
DeleteLocationOutput
- On failure, responds with
SdkError<DeleteLocationError>
source§impl Client
impl Client
sourcepub fn delete_matchmaking_configuration(
&self
) -> DeleteMatchmakingConfigurationFluentBuilder
pub fn delete_matchmaking_configuration( &self ) -> DeleteMatchmakingConfigurationFluentBuilder
Constructs a fluent builder for the DeleteMatchmakingConfiguration
operation.
- The fluent builder is configurable:
name(impl Into<String>)
/set_name(Option<String>)
:
required: trueA unique identifier for the matchmaking configuration. You can use either the configuration name or ARN value.
- On success, responds with
DeleteMatchmakingConfigurationOutput
- On failure, responds with
SdkError<DeleteMatchmakingConfigurationError>
source§impl Client
impl Client
sourcepub fn delete_matchmaking_rule_set(
&self
) -> DeleteMatchmakingRuleSetFluentBuilder
pub fn delete_matchmaking_rule_set( &self ) -> DeleteMatchmakingRuleSetFluentBuilder
Constructs a fluent builder for the DeleteMatchmakingRuleSet
operation.
- The fluent builder is configurable:
name(impl Into<String>)
/set_name(Option<String>)
:
required: trueA unique identifier for the matchmaking rule set to be deleted. (Note: The rule set name is different from the optional “name” field in the rule set body.) You can use either the rule set name or ARN value.
- On success, responds with
DeleteMatchmakingRuleSetOutput
- On failure, responds with
SdkError<DeleteMatchmakingRuleSetError>
source§impl Client
impl Client
sourcepub fn delete_scaling_policy(&self) -> DeleteScalingPolicyFluentBuilder
pub fn delete_scaling_policy(&self) -> DeleteScalingPolicyFluentBuilder
Constructs a fluent builder for the DeleteScalingPolicy
operation.
- The fluent builder is configurable:
name(impl Into<String>)
/set_name(Option<String>)
:
required: trueA descriptive label that is associated with a fleet’s scaling policy. Policy names do not need to be unique.
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.
- On success, responds with
DeleteScalingPolicyOutput
- On failure, responds with
SdkError<DeleteScalingPolicyError>
source§impl Client
impl Client
sourcepub fn delete_script(&self) -> DeleteScriptFluentBuilder
pub fn delete_script(&self) -> DeleteScriptFluentBuilder
Constructs a fluent builder for the DeleteScript
operation.
- The fluent builder is configurable:
script_id(impl Into<String>)
/set_script_id(Option<String>)
:
required: trueA unique identifier for the Realtime script to delete. You can use either the script ID or ARN value.
- On success, responds with
DeleteScriptOutput
- On failure, responds with
SdkError<DeleteScriptError>
source§impl Client
impl Client
Constructs a fluent builder for the DeleteVpcPeeringAuthorization
operation.
- The fluent builder is configurable:
game_lift_aws_account_id(impl Into<String>)
/set_game_lift_aws_account_id(Option<String>)
:
required: trueA unique identifier for the Amazon Web Services account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the Amazon Web Services Management Console under account settings.
peer_vpc_id(impl Into<String>)
/set_peer_vpc_id(Option<String>)
:
required: trueA unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the Amazon Web Services Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.
- On success, responds with
DeleteVpcPeeringAuthorizationOutput
- On failure, responds with
SdkError<DeleteVpcPeeringAuthorizationError>
source§impl Client
impl Client
sourcepub fn delete_vpc_peering_connection(
&self
) -> DeleteVpcPeeringConnectionFluentBuilder
pub fn delete_vpc_peering_connection( &self ) -> DeleteVpcPeeringConnectionFluentBuilder
Constructs a fluent builder for the DeleteVpcPeeringConnection
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet. This fleet specified must match the fleet referenced in the VPC peering connection record. You can use either the fleet ID or ARN value.
vpc_peering_connection_id(impl Into<String>)
/set_vpc_peering_connection_id(Option<String>)
:
required: trueA unique identifier for a VPC peering connection.
- On success, responds with
DeleteVpcPeeringConnectionOutput
- On failure, responds with
SdkError<DeleteVpcPeeringConnectionError>
source§impl Client
impl Client
sourcepub fn deregister_compute(&self) -> DeregisterComputeFluentBuilder
pub fn deregister_compute(&self) -> DeregisterComputeFluentBuilder
Constructs a fluent builder for the DeregisterCompute
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet the compute resource is currently registered to.
compute_name(impl Into<String>)
/set_compute_name(Option<String>)
:
required: trueThe unique identifier of the compute resource to deregister. For an Anywhere fleet compute, use the registered compute name. For a container fleet, use the compute name (for example,
a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9
) or the compute ARN.
- On success, responds with
DeregisterComputeOutput
- On failure, responds with
SdkError<DeregisterComputeError>
source§impl Client
impl Client
sourcepub fn deregister_game_server(&self) -> DeregisterGameServerFluentBuilder
pub fn deregister_game_server(&self) -> DeregisterGameServerFluentBuilder
Constructs a fluent builder for the DeregisterGameServer
operation.
- The fluent builder is configurable:
game_server_group_name(impl Into<String>)
/set_game_server_group_name(Option<String>)
:
required: trueA unique identifier for the game server group where the game server is running.
game_server_id(impl Into<String>)
/set_game_server_id(Option<String>)
:
required: trueA custom string that uniquely identifies the game server to deregister.
- On success, responds with
DeregisterGameServerOutput
- On failure, responds with
SdkError<DeregisterGameServerError>
source§impl Client
impl Client
sourcepub fn describe_alias(&self) -> DescribeAliasFluentBuilder
pub fn describe_alias(&self) -> DescribeAliasFluentBuilder
Constructs a fluent builder for the DescribeAlias
operation.
- The fluent builder is configurable:
alias_id(impl Into<String>)
/set_alias_id(Option<String>)
:
required: trueThe unique identifier for the fleet alias that you want to retrieve. You can use either the alias ID or ARN value.
- On success, responds with
DescribeAliasOutput
with field(s):alias(Option<Alias>)
:The requested alias resource.
- On failure, responds with
SdkError<DescribeAliasError>
source§impl Client
impl Client
sourcepub fn describe_build(&self) -> DescribeBuildFluentBuilder
pub fn describe_build(&self) -> DescribeBuildFluentBuilder
Constructs a fluent builder for the DescribeBuild
operation.
- The fluent builder is configurable:
build_id(impl Into<String>)
/set_build_id(Option<String>)
:
required: trueA unique identifier for the build to retrieve properties for. You can use either the build ID or ARN value.
- On success, responds with
DescribeBuildOutput
with field(s):build_value(Option<Build>)
:Set of properties describing the requested build.
- On failure, responds with
SdkError<DescribeBuildError>
source§impl Client
impl Client
sourcepub fn describe_compute(&self) -> DescribeComputeFluentBuilder
pub fn describe_compute(&self) -> DescribeComputeFluentBuilder
Constructs a fluent builder for the DescribeCompute
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet that the compute belongs to. You can use either the fleet ID or ARN value.
compute_name(impl Into<String>)
/set_compute_name(Option<String>)
:
required: trueThe unique identifier of the compute resource to retrieve properties for. For an Anywhere fleet compute, use the registered compute name. For an EC2 fleet instance, use the instance ID. For a container fleet, use the compute name (for example,
a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9
) or the compute ARN.
- On success, responds with
DescribeComputeOutput
with field(s):compute(Option<Compute>)
:The set of properties for the requested compute resource.
- On failure, responds with
SdkError<DescribeComputeError>
source§impl Client
impl Client
sourcepub fn describe_container_group_definition(
&self
) -> DescribeContainerGroupDefinitionFluentBuilder
pub fn describe_container_group_definition( &self ) -> DescribeContainerGroupDefinitionFluentBuilder
Constructs a fluent builder for the DescribeContainerGroupDefinition
operation.
- The fluent builder is configurable:
name(impl Into<String>)
/set_name(Option<String>)
:
required: trueThe unique identifier for the container group definition to retrieve properties for. You can use either the
Name
orARN
value.
- On success, responds with
DescribeContainerGroupDefinitionOutput
with field(s):container_group_definition(Option<ContainerGroupDefinition>)
:The properties of the requested container group definition resource.
- On failure, responds with
SdkError<DescribeContainerGroupDefinitionError>
source§impl Client
impl Client
sourcepub fn describe_ec2_instance_limits(
&self
) -> DescribeEC2InstanceLimitsFluentBuilder
pub fn describe_ec2_instance_limits( &self ) -> DescribeEC2InstanceLimitsFluentBuilder
Constructs a fluent builder for the DescribeEC2InstanceLimits
operation.
- The fluent builder is configurable:
ec2_instance_type(Ec2InstanceType)
/set_ec2_instance_type(Option<Ec2InstanceType>)
:
required: falseName of an Amazon EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Do not specify a value for this parameter to retrieve limits for all instance types.
location(impl Into<String>)
/set_location(Option<String>)
:
required: falseThe name of a remote location to request instance limits for, in the form of an Amazon Web Services Region code such as
us-west-2
.
- On success, responds with
DescribeEc2InstanceLimitsOutput
with field(s):ec2_instance_limits(Option<Vec::<Ec2InstanceLimit>>)
:The maximum number of instances for the specified instance type.
- On failure, responds with
SdkError<DescribeEC2InstanceLimitsError>
source§impl Client
impl Client
sourcepub fn describe_fleet_attributes(&self) -> DescribeFleetAttributesFluentBuilder
pub fn describe_fleet_attributes(&self) -> DescribeFleetAttributesFluentBuilder
Constructs a fluent builder for the DescribeFleetAttributes
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
fleet_ids(impl Into<String>)
/set_fleet_ids(Option<Vec::<String>>)
:
required: falseA list of unique fleet identifiers to retrieve attributes for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.
limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
- On success, responds with
DescribeFleetAttributesOutput
with field(s):fleet_attributes(Option<Vec::<FleetAttributes>>)
:A collection of objects containing attribute metadata for each requested fleet ID. Attribute objects are returned only for fleets that currently exist.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<DescribeFleetAttributesError>
source§impl Client
impl Client
sourcepub fn describe_fleet_capacity(&self) -> DescribeFleetCapacityFluentBuilder
pub fn describe_fleet_capacity(&self) -> DescribeFleetCapacityFluentBuilder
Constructs a fluent builder for the DescribeFleetCapacity
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
fleet_ids(impl Into<String>)
/set_fleet_ids(Option<Vec::<String>>)
:
required: falseA unique identifier for the fleet to retrieve capacity information for. You can use either the fleet ID or ARN value. Leave this parameter empty to retrieve capacity information for all fleets.
limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
- On success, responds with
DescribeFleetCapacityOutput
with field(s):fleet_capacity(Option<Vec::<FleetCapacity>>)
:A collection of objects that contains capacity information for each requested fleet ID. Capacity objects are returned only for fleets that currently exist. Changes in desired instance value can take up to 1 minute to be reflected.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<DescribeFleetCapacityError>
source§impl Client
impl Client
sourcepub fn describe_fleet_events(&self) -> DescribeFleetEventsFluentBuilder
pub fn describe_fleet_events(&self) -> DescribeFleetEventsFluentBuilder
Constructs a fluent builder for the DescribeFleetEvents
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to get event logs for. You can use either the fleet ID or ARN value.
start_time(DateTime)
/set_start_time(Option<DateTime>)
:
required: falseThe earliest date to retrieve event logs for. If no start time is specified, this call returns entries starting from when the fleet was created to the specified end time. Format is a number expressed in Unix time as milliseconds (ex: “1469498468.057”).
end_time(DateTime)
/set_end_time(Option<DateTime>)
:
required: falseThe most recent date to retrieve event logs for. If no end time is specified, this call returns entries from the specified start time up to the present. Format is a number expressed in Unix time as milliseconds (ex: “1469498468.057”).
limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
- On success, responds with
DescribeFleetEventsOutput
with field(s):events(Option<Vec::<Event>>)
:A collection of objects containing event log entries for the specified fleet.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<DescribeFleetEventsError>
source§impl Client
impl Client
sourcepub fn describe_fleet_location_attributes(
&self
) -> DescribeFleetLocationAttributesFluentBuilder
pub fn describe_fleet_location_attributes( &self ) -> DescribeFleetLocationAttributesFluentBuilder
Constructs a fluent builder for the DescribeFleetLocationAttributes
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to retrieve remote locations for. You can use either the fleet ID or ARN value.
locations(impl Into<String>)
/set_locations(Option<Vec::<String>>)
:
required: falseA list of fleet locations to retrieve information for. Specify locations in the form of an Amazon Web Services Region code, such as
us-west-2
.limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages. This limit is not currently enforced.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
- On success, responds with
DescribeFleetLocationAttributesOutput
with field(s):fleet_id(Option<String>)
:A unique identifier for the fleet that location attributes were requested for.
fleet_arn(Option<String>)
:The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:
.::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 location_attributes(Option<Vec::<LocationAttributes>>)
:Location-specific information on the requested fleet’s remote locations.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<DescribeFleetLocationAttributesError>
source§impl Client
impl Client
sourcepub fn describe_fleet_location_capacity(
&self
) -> DescribeFleetLocationCapacityFluentBuilder
pub fn describe_fleet_location_capacity( &self ) -> DescribeFleetLocationCapacityFluentBuilder
Constructs a fluent builder for the DescribeFleetLocationCapacity
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to request location capacity for. You can use either the fleet ID or ARN value.
location(impl Into<String>)
/set_location(Option<String>)
:
required: trueThe fleet location to retrieve capacity information for. Specify a location in the form of an Amazon Web Services Region code, such as
us-west-2
.
- On success, responds with
DescribeFleetLocationCapacityOutput
with field(s):fleet_capacity(Option<FleetCapacity>)
:Resource capacity information for the requested fleet location. Capacity objects are returned only for fleets and locations that currently exist. Changes in desired instance value can take up to 1 minute to be reflected.
- On failure, responds with
SdkError<DescribeFleetLocationCapacityError>
source§impl Client
impl Client
sourcepub fn describe_fleet_location_utilization(
&self
) -> DescribeFleetLocationUtilizationFluentBuilder
pub fn describe_fleet_location_utilization( &self ) -> DescribeFleetLocationUtilizationFluentBuilder
Constructs a fluent builder for the DescribeFleetLocationUtilization
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to request location utilization for. You can use either the fleet ID or ARN value.
location(impl Into<String>)
/set_location(Option<String>)
:
required: trueThe fleet location to retrieve utilization information for. Specify a location in the form of an Amazon Web Services Region code, such as
us-west-2
.
- On success, responds with
DescribeFleetLocationUtilizationOutput
with field(s):fleet_utilization(Option<FleetUtilization>)
:Utilization information for the requested fleet location. Utilization objects are returned only for fleets and locations that currently exist.
- On failure, responds with
SdkError<DescribeFleetLocationUtilizationError>
source§impl Client
impl Client
sourcepub fn describe_fleet_port_settings(
&self
) -> DescribeFleetPortSettingsFluentBuilder
pub fn describe_fleet_port_settings( &self ) -> DescribeFleetPortSettingsFluentBuilder
Constructs a fluent builder for the DescribeFleetPortSettings
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to retrieve port settings for. You can use either the fleet ID or ARN value.
location(impl Into<String>)
/set_location(Option<String>)
:
required: falseA remote location to check for status of port setting updates. Use the Amazon Web Services Region code format, such as
us-west-2
.
- On success, responds with
DescribeFleetPortSettingsOutput
with field(s):fleet_id(Option<String>)
:A unique identifier for the fleet that was requested.
fleet_arn(Option<String>)
:The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:
.::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 inbound_permissions(Option<Vec::<IpPermission>>)
:The port settings for the requested fleet ID.
update_status(Option<LocationUpdateStatus>)
:The current status of updates to the fleet’s port settings in the requested fleet location. A status of
PENDING_UPDATE
indicates that an update was requested for the fleet but has not yet been completed for the location.location(Option<String>)
:The requested fleet location, expressed as an Amazon Web Services Region code, such as
us-west-2
.
- On failure, responds with
SdkError<DescribeFleetPortSettingsError>
source§impl Client
impl Client
sourcepub fn describe_fleet_utilization(
&self
) -> DescribeFleetUtilizationFluentBuilder
pub fn describe_fleet_utilization( &self ) -> DescribeFleetUtilizationFluentBuilder
Constructs a fluent builder for the DescribeFleetUtilization
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
fleet_ids(impl Into<String>)
/set_fleet_ids(Option<Vec::<String>>)
:
required: falseA unique identifier for the fleet to retrieve utilization data for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.
limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.
- On success, responds with
DescribeFleetUtilizationOutput
with field(s):fleet_utilization(Option<Vec::<FleetUtilization>>)
:A collection of objects containing utilization information for each requested fleet ID. Utilization objects are returned only for fleets that currently exist.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<DescribeFleetUtilizationError>
source§impl Client
impl Client
sourcepub fn describe_game_server(&self) -> DescribeGameServerFluentBuilder
pub fn describe_game_server(&self) -> DescribeGameServerFluentBuilder
Constructs a fluent builder for the DescribeGameServer
operation.
- The fluent builder is configurable:
game_server_group_name(impl Into<String>)
/set_game_server_group_name(Option<String>)
:
required: trueA unique identifier for the game server group where the game server is running.
game_server_id(impl Into<String>)
/set_game_server_id(Option<String>)
:
required: trueA custom string that uniquely identifies the game server information to be retrieved.
- On success, responds with
DescribeGameServerOutput
with field(s):game_server(Option<GameServer>)
:Object that describes the requested game server.
- On failure, responds with
SdkError<DescribeGameServerError>
source§impl Client
impl Client
sourcepub fn describe_game_server_group(&self) -> DescribeGameServerGroupFluentBuilder
pub fn describe_game_server_group(&self) -> DescribeGameServerGroupFluentBuilder
Constructs a fluent builder for the DescribeGameServerGroup
operation.
- The fluent builder is configurable:
game_server_group_name(impl Into<String>)
/set_game_server_group_name(Option<String>)
:
required: trueA unique identifier for the game server group. Use either the name or ARN value.
- On success, responds with
DescribeGameServerGroupOutput
with field(s):game_server_group(Option<GameServerGroup>)
:An object with the property settings for the requested game server group resource.
- On failure, responds with
SdkError<DescribeGameServerGroupError>
source§impl Client
impl Client
sourcepub fn describe_game_server_instances(
&self
) -> DescribeGameServerInstancesFluentBuilder
pub fn describe_game_server_instances( &self ) -> DescribeGameServerInstancesFluentBuilder
Constructs a fluent builder for the DescribeGameServerInstances
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
game_server_group_name(impl Into<String>)
/set_game_server_group_name(Option<String>)
:
required: trueA unique identifier for the game server group. Use either the name or ARN value.
instance_ids(impl Into<String>)
/set_instance_ids(Option<Vec::<String>>)
:
required: falseThe Amazon EC2 instance IDs that you want to retrieve status on. Amazon EC2 instance IDs use a 17-character format, for example:
i-1234567890abcdef0
. To retrieve all instances in the game server group, leave this parameter empty.limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
- On success, responds with
DescribeGameServerInstancesOutput
with field(s):game_server_instances(Option<Vec::<GameServerInstance>>)
:The collection of requested game server instances.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<DescribeGameServerInstancesError>
source§impl Client
impl Client
sourcepub fn describe_game_session_details(
&self
) -> DescribeGameSessionDetailsFluentBuilder
pub fn describe_game_session_details( &self ) -> DescribeGameSessionDetailsFluentBuilder
Constructs a fluent builder for the DescribeGameSessionDetails
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: falseA unique identifier for the fleet to retrieve all game sessions active on the fleet. You can use either the fleet ID or ARN value.
game_session_id(impl Into<String>)
/set_game_session_id(Option<String>)
:
required: falseA unique identifier for the game session to retrieve.
alias_id(impl Into<String>)
/set_alias_id(Option<String>)
:
required: falseA unique identifier for the alias associated with the fleet to retrieve all game sessions for. You can use either the alias ID or ARN value.
location(impl Into<String>)
/set_location(Option<String>)
:
required: falseA fleet location to get game session details for. You can specify a fleet’s home Region or a remote location. Use the Amazon Web Services Region code format, such as
us-west-2
.status_filter(impl Into<String>)
/set_status_filter(Option<String>)
:
required: falseGame session status to filter results on. Possible game session statuses include
ACTIVE
,TERMINATED
,ACTIVATING
andTERMINATING
(the last two are transitory).limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
- On success, responds with
DescribeGameSessionDetailsOutput
with field(s):game_session_details(Option<Vec::<GameSessionDetail>>)
:A collection of properties for each game session that matches the request.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<DescribeGameSessionDetailsError>
source§impl Client
impl Client
sourcepub fn describe_game_session_placement(
&self
) -> DescribeGameSessionPlacementFluentBuilder
pub fn describe_game_session_placement( &self ) -> DescribeGameSessionPlacementFluentBuilder
Constructs a fluent builder for the DescribeGameSessionPlacement
operation.
- The fluent builder is configurable:
placement_id(impl Into<String>)
/set_placement_id(Option<String>)
:
required: trueA unique identifier for a game session placement to retrieve.
- On success, responds with
DescribeGameSessionPlacementOutput
with field(s):game_session_placement(Option<GameSessionPlacement>)
:Object that describes the requested game session placement.
- On failure, responds with
SdkError<DescribeGameSessionPlacementError>
source§impl Client
impl Client
sourcepub fn describe_game_session_queues(
&self
) -> DescribeGameSessionQueuesFluentBuilder
pub fn describe_game_session_queues( &self ) -> DescribeGameSessionQueuesFluentBuilder
Constructs a fluent builder for the DescribeGameSessionQueues
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
names(impl Into<String>)
/set_names(Option<Vec::<String>>)
:
required: falseA list of queue names to retrieve information for. You can use either the queue ID or ARN value. To request settings for all queues, leave this parameter empty.
limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages. You can request up to 50 results.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
- On success, responds with
DescribeGameSessionQueuesOutput
with field(s):game_session_queues(Option<Vec::<GameSessionQueue>>)
:A collection of objects that describe the requested game session queues.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<DescribeGameSessionQueuesError>
source§impl Client
impl Client
sourcepub fn describe_game_sessions(&self) -> DescribeGameSessionsFluentBuilder
pub fn describe_game_sessions(&self) -> DescribeGameSessionsFluentBuilder
Constructs a fluent builder for the DescribeGameSessions
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: falseA unique identifier for the fleet to retrieve game sessions for. You can use either the fleet ID or ARN value.
game_session_id(impl Into<String>)
/set_game_session_id(Option<String>)
:
required: falseA unique identifier for the game session to retrieve.
alias_id(impl Into<String>)
/set_alias_id(Option<String>)
:
required: falseA unique identifier for the alias associated with the fleet to retrieve game sessions for. You can use either the alias ID or ARN value.
location(impl Into<String>)
/set_location(Option<String>)
:
required: falseA fleet location to get game sessions for. You can specify a fleet’s home Region or a remote location. Use the Amazon Web Services Region code format, such as
us-west-2
.status_filter(impl Into<String>)
/set_status_filter(Option<String>)
:
required: falseGame session status to filter results on. You can filter on the following states:
ACTIVE
,TERMINATED
,ACTIVATING
, andTERMINATING
. The last two are transitory and used for only very brief periods of time.limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
- On success, responds with
DescribeGameSessionsOutput
with field(s):game_sessions(Option<Vec::<GameSession>>)
:A collection of properties for each game session that matches the request.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<DescribeGameSessionsError>
source§impl Client
impl Client
sourcepub fn describe_instances(&self) -> DescribeInstancesFluentBuilder
pub fn describe_instances(&self) -> DescribeInstancesFluentBuilder
Constructs a fluent builder for the DescribeInstances
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to retrieve instance information for. You can use either the fleet ID or ARN value.
instance_id(impl Into<String>)
/set_instance_id(Option<String>)
:
required: falseA unique identifier for an instance to retrieve. Specify an instance ID or leave blank to retrieve all instances in the fleet.
limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
location(impl Into<String>)
/set_location(Option<String>)
:
required: falseThe name of a location to retrieve instance information for, in the form of an Amazon Web Services Region code such as
us-west-2
.
- On success, responds with
DescribeInstancesOutput
with field(s):instances(Option<Vec::<Instance>>)
:A collection of objects containing properties for each instance returned.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<DescribeInstancesError>
source§impl Client
impl Client
sourcepub fn describe_matchmaking(&self) -> DescribeMatchmakingFluentBuilder
pub fn describe_matchmaking(&self) -> DescribeMatchmakingFluentBuilder
Constructs a fluent builder for the DescribeMatchmaking
operation.
- The fluent builder is configurable:
ticket_ids(impl Into<String>)
/set_ticket_ids(Option<Vec::<String>>)
:
required: trueA unique identifier for a matchmaking ticket. You can include up to 10 ID values.
- On success, responds with
DescribeMatchmakingOutput
with field(s):ticket_list(Option<Vec::<MatchmakingTicket>>)
:A collection of existing matchmaking ticket objects matching the request.
- On failure, responds with
SdkError<DescribeMatchmakingError>
source§impl Client
impl Client
sourcepub fn describe_matchmaking_configurations(
&self
) -> DescribeMatchmakingConfigurationsFluentBuilder
pub fn describe_matchmaking_configurations( &self ) -> DescribeMatchmakingConfigurationsFluentBuilder
Constructs a fluent builder for the DescribeMatchmakingConfigurations
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
names(impl Into<String>)
/set_names(Option<Vec::<String>>)
:
required: falseA unique identifier for the matchmaking configuration(s) to retrieve. You can use either the configuration name or ARN value. To request all existing configurations, leave this parameter empty.
rule_set_name(impl Into<String>)
/set_rule_set_name(Option<String>)
:
required: falseA unique identifier for the matchmaking rule set. You can use either the rule set name or ARN value. Use this parameter to retrieve all matchmaking configurations that use this rule set.
limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages. This parameter is limited to 10.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
- On success, responds with
DescribeMatchmakingConfigurationsOutput
with field(s):configurations(Option<Vec::<MatchmakingConfiguration>>)
:A collection of requested matchmaking configurations.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<DescribeMatchmakingConfigurationsError>
source§impl Client
impl Client
sourcepub fn describe_matchmaking_rule_sets(
&self
) -> DescribeMatchmakingRuleSetsFluentBuilder
pub fn describe_matchmaking_rule_sets( &self ) -> DescribeMatchmakingRuleSetsFluentBuilder
Constructs a fluent builder for the DescribeMatchmakingRuleSets
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
names(impl Into<String>)
/set_names(Option<Vec::<String>>)
:
required: falseA list of one or more matchmaking rule set names to retrieve details for. (Note: The rule set name is different from the optional “name” field in the rule set body.) You can use either the rule set name or ARN value.
limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
- On success, responds with
DescribeMatchmakingRuleSetsOutput
with field(s):rule_sets(Option<Vec::<MatchmakingRuleSet>>)
:A collection of requested matchmaking rule set objects.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<DescribeMatchmakingRuleSetsError>
source§impl Client
impl Client
sourcepub fn describe_player_sessions(&self) -> DescribePlayerSessionsFluentBuilder
pub fn describe_player_sessions(&self) -> DescribePlayerSessionsFluentBuilder
Constructs a fluent builder for the DescribePlayerSessions
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
game_session_id(impl Into<String>)
/set_game_session_id(Option<String>)
:
required: falseA unique identifier for the game session to retrieve player sessions for.
player_id(impl Into<String>)
/set_player_id(Option<String>)
:
required: falseA unique identifier for a player to retrieve player sessions for.
player_session_id(impl Into<String>)
/set_player_session_id(Option<String>)
:
required: falseA unique identifier for a player session to retrieve.
player_session_status_filter(impl Into<String>)
/set_player_session_status_filter(Option<String>)
:
required: falsePlayer session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.
Possible player session statuses include the following:
-
RESERVED – The player session request has been received, but the player has not yet connected to the server process and/or been validated.
-
ACTIVE – The player has been validated by the server process and is currently connected.
-
COMPLETED – The player connection has been dropped.
-
TIMEDOUT – A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).
-
limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.
- On success, responds with
DescribePlayerSessionsOutput
with field(s):player_sessions(Option<Vec::<PlayerSession>>)
:A collection of objects containing properties for each player session that matches the request.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<DescribePlayerSessionsError>
source§impl Client
impl Client
sourcepub fn describe_runtime_configuration(
&self
) -> DescribeRuntimeConfigurationFluentBuilder
pub fn describe_runtime_configuration( &self ) -> DescribeRuntimeConfigurationFluentBuilder
Constructs a fluent builder for the DescribeRuntimeConfiguration
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to get the runtime configuration for. You can use either the fleet ID or ARN value.
- On success, responds with
DescribeRuntimeConfigurationOutput
with field(s):runtime_configuration(Option<RuntimeConfiguration>)
:Instructions that describe how server processes are launched and maintained on computes in the fleet.
- On failure, responds with
SdkError<DescribeRuntimeConfigurationError>
source§impl Client
impl Client
sourcepub fn describe_scaling_policies(&self) -> DescribeScalingPoliciesFluentBuilder
pub fn describe_scaling_policies(&self) -> DescribeScalingPoliciesFluentBuilder
Constructs a fluent builder for the DescribeScalingPolicies
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet for which to retrieve scaling policies. You can use either the fleet ID or ARN value.
status_filter(ScalingStatusType)
/set_status_filter(Option<ScalingStatusType>)
:
required: falseScaling policy status to filter results on. A scaling policy is only in force when in an
ACTIVE
status.-
ACTIVE – The scaling policy is currently in force.
-
UPDATEREQUESTED – A request to update the scaling policy has been received.
-
UPDATING – A change is being made to the scaling policy.
-
DELETEREQUESTED – A request to delete the scaling policy has been received.
-
DELETING – The scaling policy is being deleted.
-
DELETED – The scaling policy has been deleted.
-
ERROR – An error occurred in creating the policy. It should be removed and recreated.
-
limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
location(impl Into<String>)
/set_location(Option<String>)
:
required: falseThe fleet location. If you don’t specify this value, the response contains the scaling policies of every location in the fleet.
- On success, responds with
DescribeScalingPoliciesOutput
with field(s):scaling_policies(Option<Vec::<ScalingPolicy>>)
:A collection of objects containing the scaling policies matching the request.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<DescribeScalingPoliciesError>
source§impl Client
impl Client
sourcepub fn describe_script(&self) -> DescribeScriptFluentBuilder
pub fn describe_script(&self) -> DescribeScriptFluentBuilder
Constructs a fluent builder for the DescribeScript
operation.
- The fluent builder is configurable:
script_id(impl Into<String>)
/set_script_id(Option<String>)
:
required: trueA unique identifier for the Realtime script to retrieve properties for. You can use either the script ID or ARN value.
- On success, responds with
DescribeScriptOutput
with field(s):script(Option<Script>)
:A set of properties describing the requested script.
- On failure, responds with
SdkError<DescribeScriptError>
source§impl Client
impl Client
Constructs a fluent builder for the DescribeVpcPeeringAuthorizations
operation.
- The fluent builder takes no input, just
send
it. - On success, responds with
DescribeVpcPeeringAuthorizationsOutput
with field(s):vpc_peering_authorizations(Option<Vec::<VpcPeeringAuthorization>>)
:A collection of objects that describe all valid VPC peering operations for the current Amazon Web Services account.
- On failure, responds with
SdkError<DescribeVpcPeeringAuthorizationsError>
source§impl Client
impl Client
sourcepub fn describe_vpc_peering_connections(
&self
) -> DescribeVpcPeeringConnectionsFluentBuilder
pub fn describe_vpc_peering_connections( &self ) -> DescribeVpcPeeringConnectionsFluentBuilder
Constructs a fluent builder for the DescribeVpcPeeringConnections
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: falseA unique identifier for the fleet. You can use either the fleet ID or ARN value.
- On success, responds with
DescribeVpcPeeringConnectionsOutput
with field(s):vpc_peering_connections(Option<Vec::<VpcPeeringConnection>>)
:A collection of VPC peering connection records that match the request.
- On failure, responds with
SdkError<DescribeVpcPeeringConnectionsError>
source§impl Client
impl Client
sourcepub fn get_compute_access(&self) -> GetComputeAccessFluentBuilder
pub fn get_compute_access(&self) -> GetComputeAccessFluentBuilder
Constructs a fluent builder for the GetComputeAccess
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet that holds the compute resource that you want to connect to. You can use either the fleet ID or ARN value.
compute_name(impl Into<String>)
/set_compute_name(Option<String>)
:
required: trueA unique identifier for the compute resource that you want to connect to. For an EC2 fleet compute, use the instance ID. For a container fleet, use the compute name (for example,
a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9
) or the compute ARN.
- On success, responds with
GetComputeAccessOutput
with field(s):fleet_id(Option<String>)
:The ID of the fleet that holds the compute resource to be accessed.
fleet_arn(Option<String>)
:The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:
.::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 compute_name(Option<String>)
:The identifier of the compute resource to be accessed. This value might be either a compute name or an instance ID.
compute_arn(Option<String>)
:The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:
.::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 credentials(Option<AwsCredentials>)
:A set of temporary Amazon Web Services credentials for use when connecting to the compute resource with Amazon EC2 Systems Manager (SSM).
target(Option<String>)
:(For container fleets only) The instance ID where the compute resource is running.
- On failure, responds with
SdkError<GetComputeAccessError>
source§impl Client
impl Client
sourcepub fn get_compute_auth_token(&self) -> GetComputeAuthTokenFluentBuilder
pub fn get_compute_auth_token(&self) -> GetComputeAuthTokenFluentBuilder
Constructs a fluent builder for the GetComputeAuthToken
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet that the compute is registered to.
compute_name(impl Into<String>)
/set_compute_name(Option<String>)
:
required: trueThe name of the compute resource you are requesting the authentication token for. For an Anywhere fleet compute, use the registered compute name. For an EC2 fleet instance, use the instance ID. For a container fleet, use the compute name (for example,
a123b456c789012d3e4567f8a901b23c/1a234b56-7cd8-9e0f-a1b2-c34d567ef8a9
) or the compute ARN.
- On success, responds with
GetComputeAuthTokenOutput
with field(s):fleet_id(Option<String>)
:A unique identifier for the fleet that the compute is registered to.
fleet_arn(Option<String>)
:The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:
.::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 compute_name(Option<String>)
:The name of the compute resource that the authentication token is issued to.
compute_arn(Option<String>)
:The Amazon Resource Name (ARN) that is assigned to an Amazon GameLift compute resource and uniquely identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:
.::compute/compute-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 auth_token(Option<String>)
:A valid temporary authentication token.
expiration_timestamp(Option<DateTime>)
:The amount of time until the authentication token is no longer valid.
- On failure, responds with
SdkError<GetComputeAuthTokenError>
source§impl Client
impl Client
sourcepub fn get_game_session_log_url(&self) -> GetGameSessionLogUrlFluentBuilder
pub fn get_game_session_log_url(&self) -> GetGameSessionLogUrlFluentBuilder
Constructs a fluent builder for the GetGameSessionLogUrl
operation.
- The fluent builder is configurable:
game_session_id(impl Into<String>)
/set_game_session_id(Option<String>)
:
required: trueA unique identifier for the game session to get logs for.
- On success, responds with
GetGameSessionLogUrlOutput
with field(s):pre_signed_url(Option<String>)
:Location of the requested game session logs, available for download. This URL is valid for 15 minutes, after which S3 will reject any download request using this URL. You can request a new URL any time within the 14-day period that the logs are retained.
- On failure, responds with
SdkError<GetGameSessionLogUrlError>
source§impl Client
impl Client
sourcepub fn get_instance_access(&self) -> GetInstanceAccessFluentBuilder
pub fn get_instance_access(&self) -> GetInstanceAccessFluentBuilder
Constructs a fluent builder for the GetInstanceAccess
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet that contains the instance you want to access. You can request access to instances in EC2 fleets with the following statuses:
ACTIVATING
,ACTIVE
, orERROR
. Use either a fleet ID or an ARN value.You can access fleets in
ERROR
status for a short period of time before Amazon GameLift deletes them.instance_id(impl Into<String>)
/set_instance_id(Option<String>)
:
required: trueA unique identifier for the instance you want to access. You can access an instance in any status.
- On success, responds with
GetInstanceAccessOutput
with field(s):instance_access(Option<InstanceAccess>)
:The connection information for a fleet instance, including IP address and access credentials.
- On failure, responds with
SdkError<GetInstanceAccessError>
source§impl Client
impl Client
sourcepub fn list_aliases(&self) -> ListAliasesFluentBuilder
pub fn list_aliases(&self) -> ListAliasesFluentBuilder
Constructs a fluent builder for the ListAliases
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
routing_strategy_type(RoutingStrategyType)
/set_routing_strategy_type(Option<RoutingStrategyType>)
:
required: falseThe routing type to filter results on. Use this parameter to retrieve only aliases with a certain routing type. To retrieve all aliases, leave this parameter empty.
Possible routing types include the following:
-
SIMPLE – The alias resolves to one specific fleet. Use this type when routing to active fleets.
-
TERMINAL – The alias does not resolve to a fleet but instead can be used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException with the RoutingStrategy message embedded.
-
name(impl Into<String>)
/set_name(Option<String>)
:
required: falseA descriptive label that is associated with an alias. Alias names do not need to be unique.
limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
- On success, responds with
ListAliasesOutput
with field(s):aliases(Option<Vec::<Alias>>)
:A collection of alias resources that match the request parameters.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<ListAliasesError>
source§impl Client
impl Client
sourcepub fn list_builds(&self) -> ListBuildsFluentBuilder
pub fn list_builds(&self) -> ListBuildsFluentBuilder
Constructs a fluent builder for the ListBuilds
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
status(BuildStatus)
/set_status(Option<BuildStatus>)
:
required: falseBuild status to filter results by. To retrieve all builds, leave this parameter empty.
Possible build statuses include the following:
-
INITIALIZED – A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.
-
READY – The game build has been successfully uploaded. You can now create new fleets for this build.
-
FAILED – The game build upload failed. You cannot create new fleets for this build.
-
limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, don’t specify a value.
- On success, responds with
ListBuildsOutput
with field(s):builds(Option<Vec::<Build>>)
:A collection of build resources that match the request.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<ListBuildsError>
source§impl Client
impl Client
sourcepub fn list_compute(&self) -> ListComputeFluentBuilder
pub fn list_compute(&self) -> ListComputeFluentBuilder
Constructs a fluent builder for the ListCompute
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to retrieve compute resources for.
location(impl Into<String>)
/set_location(Option<String>)
:
required: falseThe name of a location to retrieve compute resources for. For an Amazon GameLift Anywhere fleet, use a custom location. For a multi-location EC2 or container fleet, provide a Amazon Web Services Region or Local Zone code (for example:
us-west-2
orus-west-2-lax-1
).limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
- On success, responds with
ListComputeOutput
with field(s):compute_list(Option<Vec::<Compute>>)
:A list of compute resources in the specified fleet.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<ListComputeError>
source§impl Client
impl Client
sourcepub fn list_container_group_definitions(
&self
) -> ListContainerGroupDefinitionsFluentBuilder
pub fn list_container_group_definitions( &self ) -> ListContainerGroupDefinitionsFluentBuilder
Constructs a fluent builder for the ListContainerGroupDefinitions
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
scheduling_strategy(ContainerSchedulingStrategy)
/set_scheduling_strategy(Option<ContainerSchedulingStrategy>)
:
required: falseThe type of container group definitions to retrieve.
-
DAEMON
– Daemon container groups run background processes and are deployed once per fleet instance. -
REPLICA
– Replica container groups run your game server application and supporting software. Replica groups might be deployed multiple times per fleet instance.
-
limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
- On success, responds with
ListContainerGroupDefinitionsOutput
with field(s):container_group_definitions(Option<Vec::<ContainerGroupDefinition>>)
:A result set of container group definitions that match the request.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<ListContainerGroupDefinitionsError>
source§impl Client
impl Client
sourcepub fn list_fleets(&self) -> ListFleetsFluentBuilder
pub fn list_fleets(&self) -> ListFleetsFluentBuilder
Constructs a fluent builder for the ListFleets
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
build_id(impl Into<String>)
/set_build_id(Option<String>)
:
required: falseA unique identifier for the build to request fleets for. Use this parameter to return only fleets using a specified build. Use either the build ID or ARN value.
script_id(impl Into<String>)
/set_script_id(Option<String>)
:
required: falseA unique identifier for the Realtime script to request fleets for. Use this parameter to return only fleets using a specified script. Use either the script ID or ARN value.
container_group_definition_name(impl Into<String>)
/set_container_group_definition_name(Option<String>)
:
required: falseThe container group definition name to request fleets for. Use this parameter to return only fleets that are deployed with the specified container group definition.
limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
- On success, responds with
ListFleetsOutput
with field(s):fleet_ids(Option<Vec::<String>>)
:A set of fleet IDs that match the list request.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<ListFleetsError>
source§impl Client
impl Client
sourcepub fn list_game_server_groups(&self) -> ListGameServerGroupsFluentBuilder
pub fn list_game_server_groups(&self) -> ListGameServerGroupsFluentBuilder
Constructs a fluent builder for the ListGameServerGroups
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
limit(i32)
/set_limit(Option<i32>)
:
required: falseThe game server groups’ limit.
next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseSpecify the pagination token from a previous request to retrieve the next page of results.
- On success, responds with
ListGameServerGroupsOutput
with field(s):game_server_groups(Option<Vec::<GameServerGroup>>)
:The game server groups’ game server groups.
next_token(Option<String>)
:Specify the pagination token from a previous request to retrieve the next page of results.
- On failure, responds with
SdkError<ListGameServerGroupsError>
source§impl Client
impl Client
sourcepub fn list_game_servers(&self) -> ListGameServersFluentBuilder
pub fn list_game_servers(&self) -> ListGameServersFluentBuilder
Constructs a fluent builder for the ListGameServers
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
game_server_group_name(impl Into<String>)
/set_game_server_group_name(Option<String>)
:
required: trueAn identifier for the game server group to retrieve a list of game servers from. Use either the name or ARN value.
sort_order(SortOrder)
/set_sort_order(Option<SortOrder>)
:
required: falseIndicates how to sort the returned data based on game server registration timestamp. Use
ASCENDING
to retrieve oldest game servers first, or useDESCENDING
to retrieve newest game servers first. If this parameter is left empty, game servers are returned in no particular order.limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
- On success, responds with
ListGameServersOutput
with field(s):game_servers(Option<Vec::<GameServer>>)
:A collection of game server objects that match the request.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<ListGameServersError>
source§impl Client
impl Client
sourcepub fn list_locations(&self) -> ListLocationsFluentBuilder
pub fn list_locations(&self) -> ListLocationsFluentBuilder
Constructs a fluent builder for the ListLocations
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
filters(LocationFilter)
/set_filters(Option<Vec::<LocationFilter>>)
:
required: falseFilters the list for
AWS
orCUSTOM
locations.limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
- On success, responds with
ListLocationsOutput
with field(s):locations(Option<Vec::<LocationModel>>)
:A collection of locations.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<ListLocationsError>
source§impl Client
impl Client
sourcepub fn list_scripts(&self) -> ListScriptsFluentBuilder
pub fn list_scripts(&self) -> ListScriptsFluentBuilder
Constructs a fluent builder for the ListScripts
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, don’t specify a value.
- On success, responds with
ListScriptsOutput
with field(s):scripts(Option<Vec::<Script>>)
:A set of properties describing the requested script.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<ListScriptsError>
source§impl Client
impl Client
Constructs a fluent builder for the ListTagsForResource
operation.
- The fluent builder is configurable:
resource_arn(impl Into<String>)
/set_resource_arn(Option<String>)
:
required: trueThe Amazon Resource Name (ARN) that uniquely identifies the Amazon GameLift resource that you want to retrieve tags for. Amazon GameLift includes resource ARNs in the data object for the resource. You can retrieve the ARN by calling a
List
orDescribe
operation for the resource type.
- On success, responds with
ListTagsForResourceOutput
with field(s):tags(Option<Vec::<Tag>>)
:The collection of tags assigned to the resource.
- On failure, responds with
SdkError<ListTagsForResourceError>
source§impl Client
impl Client
sourcepub fn put_scaling_policy(&self) -> PutScalingPolicyFluentBuilder
pub fn put_scaling_policy(&self) -> PutScalingPolicyFluentBuilder
Constructs a fluent builder for the PutScalingPolicy
operation.
- The fluent builder is configurable:
name(impl Into<String>)
/set_name(Option<String>)
:
required: trueA descriptive label that is associated with a fleet’s scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to apply this policy to. You can use either the fleet ID or ARN value. The fleet cannot be in any of the following statuses: ERROR or DELETING.
scaling_adjustment(i32)
/set_scaling_adjustment(Option<i32>)
:
required: falseAmount of adjustment to make, based on the scaling adjustment type.
scaling_adjustment_type(ScalingAdjustmentType)
/set_scaling_adjustment_type(Option<ScalingAdjustmentType>)
:
required: falseThe type of adjustment to make to a fleet’s instance count:
-
ChangeInCapacity – add (or subtract) the scaling adjustment value from the current instance count. Positive values scale up while negative values scale down.
-
ExactCapacity – set the instance count to the scaling adjustment value.
-
PercentChangeInCapacity – increase or reduce the current instance count by the scaling adjustment, read as a percentage. Positive values scale up while negative values scale down; for example, a value of “-10” scales the fleet down by 10%.
-
threshold(f64)
/set_threshold(Option<f64>)
:
required: falseMetric value used to trigger a scaling event.
comparison_operator(ComparisonOperatorType)
/set_comparison_operator(Option<ComparisonOperatorType>)
:
required: falseComparison operator to use when measuring the metric against the threshold value.
evaluation_periods(i32)
/set_evaluation_periods(Option<i32>)
:
required: falseLength of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.
metric_name(MetricName)
/set_metric_name(Option<MetricName>)
:
required: trueName of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon GameLift with Amazon CloudWatch.
-
ActivatingGameSessions – Game sessions in the process of being created.
-
ActiveGameSessions – Game sessions that are currently running.
-
ActiveInstances – Fleet instances that are currently running at least one game session.
-
AvailableGameSessions – Additional game sessions that fleet could host simultaneously, given current capacity.
-
AvailablePlayerSessions – Empty player slots in currently active game sessions. This includes game sessions that are not currently accepting players. Reserved player slots are not included.
-
CurrentPlayerSessions – Player slots in active game sessions that are being used by a player or are reserved for a player.
-
IdleInstances – Active instances that are currently hosting zero game sessions.
-
PercentAvailableGameSessions – Unused percentage of the total number of game sessions that a fleet could host simultaneously, given current capacity. Use this metric for a target-based scaling policy.
-
PercentIdleInstances – Percentage of the total number of active instances that are hosting zero game sessions.
-
QueueDepth – Pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
-
WaitTime – Current wait time for pending game session placement requests, in any queue, where the current fleet is the top-priority destination.
-
policy_type(PolicyType)
/set_policy_type(Option<PolicyType>)
:
required: falseThe type of scaling policy to create. For a target-based policy, set the parameter MetricName to ‘PercentAvailableGameSessions’ and specify a TargetConfiguration. For a rule-based policy set the following parameters: MetricName, ComparisonOperator, Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment.
target_configuration(TargetConfiguration)
/set_target_configuration(Option<TargetConfiguration>)
:
required: falseAn object that contains settings for a target-based scaling policy.
- On success, responds with
PutScalingPolicyOutput
with field(s):name(Option<String>)
:A descriptive label that is associated with a fleet’s scaling policy. Policy names do not need to be unique.
- On failure, responds with
SdkError<PutScalingPolicyError>
source§impl Client
impl Client
sourcepub fn register_compute(&self) -> RegisterComputeFluentBuilder
pub fn register_compute(&self) -> RegisterComputeFluentBuilder
Constructs a fluent builder for the RegisterCompute
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to register the compute to. You can use either the fleet ID or ARN value.
compute_name(impl Into<String>)
/set_compute_name(Option<String>)
:
required: trueA descriptive label for the compute resource.
certificate_path(impl Into<String>)
/set_certificate_path(Option<String>)
:
required: falseThe path to a TLS certificate on your compute resource. Amazon GameLift doesn’t validate the path and certificate.
dns_name(impl Into<String>)
/set_dns_name(Option<String>)
:
required: falseThe DNS name of the compute resource. Amazon GameLift requires either a DNS name or IP address.
ip_address(impl Into<String>)
/set_ip_address(Option<String>)
:
required: falseThe IP address of the compute resource. Amazon GameLift requires either a DNS name or IP address.
location(impl Into<String>)
/set_location(Option<String>)
:
required: falseThe name of a custom location to associate with the compute resource being registered.
- On success, responds with
RegisterComputeOutput
with field(s):compute(Option<Compute>)
:The details of the compute resource you registered.
- On failure, responds with
SdkError<RegisterComputeError>
source§impl Client
impl Client
sourcepub fn register_game_server(&self) -> RegisterGameServerFluentBuilder
pub fn register_game_server(&self) -> RegisterGameServerFluentBuilder
Constructs a fluent builder for the RegisterGameServer
operation.
- The fluent builder is configurable:
game_server_group_name(impl Into<String>)
/set_game_server_group_name(Option<String>)
:
required: trueA unique identifier for the game server group where the game server is running.
game_server_id(impl Into<String>)
/set_game_server_id(Option<String>)
:
required: trueA custom string that uniquely identifies the game server to register. Game server IDs are developer-defined and must be unique across all game server groups in your Amazon Web Services account.
instance_id(impl Into<String>)
/set_instance_id(Option<String>)
:
required: trueThe unique identifier for the instance where the game server is running. This ID is available in the instance metadata. EC2 instance IDs use a 17-character format, for example:
i-1234567890abcdef0
.connection_info(impl Into<String>)
/set_connection_info(Option<String>)
:
required: falseInformation that is needed to make inbound client connections to the game server. This might include the IP address and port, DNS name, and other information.
game_server_data(impl Into<String>)
/set_game_server_data(Option<String>)
:
required: falseA 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.
- On success, responds with
RegisterGameServerOutput
with field(s):game_server(Option<GameServer>)
:Object that describes the newly registered game server.
- On failure, responds with
SdkError<RegisterGameServerError>
source§impl Client
impl Client
sourcepub fn request_upload_credentials(
&self
) -> RequestUploadCredentialsFluentBuilder
pub fn request_upload_credentials( &self ) -> RequestUploadCredentialsFluentBuilder
Constructs a fluent builder for the RequestUploadCredentials
operation.
- The fluent builder is configurable:
build_id(impl Into<String>)
/set_build_id(Option<String>)
:
required: trueA unique identifier for the build to get credentials for. You can use either the build ID or ARN value.
- On success, responds with
RequestUploadCredentialsOutput
with field(s):upload_credentials(Option<AwsCredentials>)
:Amazon Web Services credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for.
storage_location(Option<S3Location>)
:Amazon S3 path and key, identifying where the game build files are stored.
- On failure, responds with
SdkError<RequestUploadCredentialsError>
source§impl Client
impl Client
sourcepub fn resolve_alias(&self) -> ResolveAliasFluentBuilder
pub fn resolve_alias(&self) -> ResolveAliasFluentBuilder
Constructs a fluent builder for the ResolveAlias
operation.
- The fluent builder is configurable:
alias_id(impl Into<String>)
/set_alias_id(Option<String>)
:
required: trueThe unique identifier of the alias that you want to retrieve a fleet ID for. You can use either the alias ID or ARN value.
- On success, responds with
ResolveAliasOutput
with field(s):fleet_id(Option<String>)
:The fleet identifier that the alias is pointing to.
fleet_arn(Option<String>)
:The Amazon Resource Name (ARN) associated with the GameLift fleet resource that this alias points to.
- On failure, responds with
SdkError<ResolveAliasError>
source§impl Client
impl Client
sourcepub fn resume_game_server_group(&self) -> ResumeGameServerGroupFluentBuilder
pub fn resume_game_server_group(&self) -> ResumeGameServerGroupFluentBuilder
Constructs a fluent builder for the ResumeGameServerGroup
operation.
- The fluent builder is configurable:
game_server_group_name(impl Into<String>)
/set_game_server_group_name(Option<String>)
:
required: trueA unique identifier for the game server group. Use either the name or ARN value.
resume_actions(GameServerGroupAction)
/set_resume_actions(Option<Vec::<GameServerGroupAction>>)
:
required: trueThe activity to resume for this game server group.
- On success, responds with
ResumeGameServerGroupOutput
with field(s):game_server_group(Option<GameServerGroup>)
:An object that describes the game server group resource, with the
SuspendedActions
property updated to reflect the resumed activity.
- On failure, responds with
SdkError<ResumeGameServerGroupError>
source§impl Client
impl Client
sourcepub fn search_game_sessions(&self) -> SearchGameSessionsFluentBuilder
pub fn search_game_sessions(&self) -> SearchGameSessionsFluentBuilder
Constructs a fluent builder for the SearchGameSessions
operation.
This operation supports pagination; See into_paginator()
.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: falseA unique identifier for the fleet to search for active game sessions. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
alias_id(impl Into<String>)
/set_alias_id(Option<String>)
:
required: falseA unique identifier for the alias associated with the fleet to search for active game sessions. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.
location(impl Into<String>)
/set_location(Option<String>)
:
required: falseA fleet location to search for game sessions. You can specify a fleet’s home Region or a remote location. Use the Amazon Web Services Region code format, such as
us-west-2
.filter_expression(impl Into<String>)
/set_filter_expression(Option<String>)
:
required: falseString containing the search criteria for the session search. If no filter expression is included, the request returns results for all game sessions in the fleet that are in
ACTIVE
status.A filter expression can contain one or multiple conditions. Each condition consists of the following:
-
Operand – Name of a game session attribute. Valid values are
gameSessionName
,gameSessionId
,gameSessionProperties
,maximumSessions
,creationTimeMillis
,playerSessionCount
,hasAvailablePlayerSessions
. -
Comparator – Valid comparators are:
=
,<>
,<
,>
,<=
,>=
. -
Value – Value to be searched for. Values may be numbers, boolean values (true/false) or strings depending on the operand. String values are case sensitive and must be enclosed in single quotes. Special characters must be escaped. Boolean and string values can only be used with the comparators
=
and<>
. For example, the following filter expression searches ongameSessionName
: “FilterExpression”: “gameSessionName = ’Matt\‘s Awesome Game 1’”
.
To chain multiple conditions in a single expression, use the logical keywords
AND
,OR
, andNOT
and parentheses as needed. For example:x AND y AND NOT z
,NOT (x OR y)
.Session search evaluates conditions from left to right using the following precedence rules:
-
=
,<>
,<
,>
,<=
,>=
-
Parentheses
-
NOT
-
AND
-
OR
For example, this filter expression retrieves game sessions hosting at least ten players that have an open player slot:
“maximumSessions>=10 AND hasAvailablePlayerSessions=true”
.-
sort_expression(impl Into<String>)
/set_sort_expression(Option<String>)
:
required: falseInstructions on how to sort the search results. If no sort expression is included, the request returns results in random order. A sort expression consists of the following elements:
-
Operand – Name of a game session attribute. Valid values are
gameSessionName
,gameSessionId
,gameSessionProperties
,maximumSessions
,creationTimeMillis
,playerSessionCount
,hasAvailablePlayerSessions
. -
Order – Valid sort orders are
ASC
(ascending) andDESC
(descending).
For example, this sort expression returns the oldest active sessions first:
“SortExpression”: “creationTimeMillis ASC”
. Results with a null value for the sort operand are returned at the end of the list.-
limit(i32)
/set_limit(Option<i32>)
:
required: falseThe maximum number of results to return. Use this parameter with
NextToken
to get results as a set of sequential pages. The maximum number of results returned is 20, even if this value is not set or is set higher than 20.next_token(impl Into<String>)
/set_next_token(Option<String>)
:
required: falseA token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.
- On success, responds with
SearchGameSessionsOutput
with field(s):game_sessions(Option<Vec::<GameSession>>)
:A collection of objects containing game session properties for each session that matches the request.
next_token(Option<String>)
:A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.
- On failure, responds with
SdkError<SearchGameSessionsError>
source§impl Client
impl Client
sourcepub fn start_fleet_actions(&self) -> StartFleetActionsFluentBuilder
pub fn start_fleet_actions(&self) -> StartFleetActionsFluentBuilder
Constructs a fluent builder for the StartFleetActions
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to restart actions on. You can use either the fleet ID or ARN value.
actions(FleetAction)
/set_actions(Option<Vec::<FleetAction>>)
:
required: trueList of actions to restart on the fleet.
location(impl Into<String>)
/set_location(Option<String>)
:
required: falseThe fleet location to restart fleet actions for. Specify a location in the form of an Amazon Web Services Region code, such as
us-west-2
.
- On success, responds with
StartFleetActionsOutput
with field(s):fleet_id(Option<String>)
:A unique identifier for the fleet to restart actions on.
fleet_arn(Option<String>)
:The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:
.::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
- On failure, responds with
SdkError<StartFleetActionsError>
source§impl Client
impl Client
sourcepub fn start_game_session_placement(
&self
) -> StartGameSessionPlacementFluentBuilder
pub fn start_game_session_placement( &self ) -> StartGameSessionPlacementFluentBuilder
Constructs a fluent builder for the StartGameSessionPlacement
operation.
- The fluent builder is configurable:
placement_id(impl Into<String>)
/set_placement_id(Option<String>)
:
required: trueA unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused.
game_session_queue_name(impl Into<String>)
/set_game_session_queue_name(Option<String>)
:
required: trueName of the queue to use to place the new game session. You can use either the queue name or ARN value.
game_properties(GameProperty)
/set_game_properties(Option<Vec::<GameProperty>>)
:
required: falseA set of key-value pairs that can store custom data in a game session. For example:
{“Key”: “difficulty”, “Value”: “novice”}
.maximum_player_session_count(i32)
/set_maximum_player_session_count(Option<i32>)
:
required: trueThe maximum number of players that can be connected simultaneously to the game session.
game_session_name(impl Into<String>)
/set_game_session_name(Option<String>)
:
required: falseA descriptive label that is associated with a game session. Session names do not need to be unique.
player_latencies(PlayerLatency)
/set_player_latencies(Option<Vec::<PlayerLatency>>)
:
required: falseA set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to Amazon Web Services Regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.
desired_player_sessions(DesiredPlayerSession)
/set_desired_player_sessions(Option<Vec::<DesiredPlayerSession>>)
:
required: falseSet of information on each player to create a player session for.
game_session_data(impl Into<String>)
/set_game_session_data(Option<String>)
:
required: falseA set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the
GameSession
object with a request to start a new game session (see Start a Game Session).
- On success, responds with
StartGameSessionPlacementOutput
with field(s):game_session_placement(Option<GameSessionPlacement>)
:Object that describes the newly created game session placement. This object includes all the information provided in the request, as well as start/end time stamps and placement status.
- On failure, responds with
SdkError<StartGameSessionPlacementError>
source§impl Client
impl Client
sourcepub fn start_match_backfill(&self) -> StartMatchBackfillFluentBuilder
pub fn start_match_backfill(&self) -> StartMatchBackfillFluentBuilder
Constructs a fluent builder for the StartMatchBackfill
operation.
- The fluent builder is configurable:
ticket_id(impl Into<String>)
/set_ticket_id(Option<String>)
:
required: falseA unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.
configuration_name(impl Into<String>)
/set_configuration_name(Option<String>)
:
required: trueName of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the
GameSession
object,MatchmakerData
property.game_session_arn(impl Into<String>)
/set_game_session_arn(Option<String>)
:
required: falseA unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone matchmaking solution, this parameter is not needed.
players(Player)
/set_players(Option<Vec::<Player>>)
:
required: trueMatch information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.
You can include up to 199
Players
in aStartMatchBackfill
request.-
PlayerID, PlayerAttributes, Team – This information is maintained in the
GameSession
object,MatchmakerData
property, for all players who are currently assigned to the game session. The matchmaker data is in JSON syntax, formatted as a string. For more details, see Match Data.The backfill request must specify the team membership for every player. Do not specify team if you are not using backfill.
-
LatencyInMs – If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region that the game session is currently in. Do not include latency values for any other Region.
-
- On success, responds with
StartMatchBackfillOutput
with field(s):matchmaking_ticket(Option<MatchmakingTicket>)
:Ticket representing the backfill matchmaking request. This object includes the information in the request, ticket status, and match results as generated during the matchmaking process.
- On failure, responds with
SdkError<StartMatchBackfillError>
source§impl Client
impl Client
sourcepub fn start_matchmaking(&self) -> StartMatchmakingFluentBuilder
pub fn start_matchmaking(&self) -> StartMatchmakingFluentBuilder
Constructs a fluent builder for the StartMatchmaking
operation.
- The fluent builder is configurable:
ticket_id(impl Into<String>)
/set_ticket_id(Option<String>)
:
required: falseA unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results.
configuration_name(impl Into<String>)
/set_configuration_name(Option<String>)
:
required: trueName of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same Region as this request. You can use either the configuration name or ARN value.
players(Player)
/set_players(Option<Vec::<Player>>)
:
required: trueInformation on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match,
Player
objects contain the name of the team the player is assigned to.You can include up to 10
Players
in aStartMatchmaking
request.
- On success, responds with
StartMatchmakingOutput
with field(s):matchmaking_ticket(Option<MatchmakingTicket>)
:Ticket representing the matchmaking request. This object include the information included in the request, ticket status, and match results as generated during the matchmaking process.
- On failure, responds with
SdkError<StartMatchmakingError>
source§impl Client
impl Client
sourcepub fn stop_fleet_actions(&self) -> StopFleetActionsFluentBuilder
pub fn stop_fleet_actions(&self) -> StopFleetActionsFluentBuilder
Constructs a fluent builder for the StopFleetActions
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to stop actions on. You can use either the fleet ID or ARN value.
actions(FleetAction)
/set_actions(Option<Vec::<FleetAction>>)
:
required: trueList of actions to suspend on the fleet.
location(impl Into<String>)
/set_location(Option<String>)
:
required: falseThe fleet location to stop fleet actions for. Specify a location in the form of an Amazon Web Services Region code, such as
us-west-2
.
- On success, responds with
StopFleetActionsOutput
with field(s):fleet_id(Option<String>)
:A unique identifier for the fleet to stop actions on.
fleet_arn(Option<String>)
:The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:
.::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
- On failure, responds with
SdkError<StopFleetActionsError>
source§impl Client
impl Client
sourcepub fn stop_game_session_placement(
&self
) -> StopGameSessionPlacementFluentBuilder
pub fn stop_game_session_placement( &self ) -> StopGameSessionPlacementFluentBuilder
Constructs a fluent builder for the StopGameSessionPlacement
operation.
- The fluent builder is configurable:
placement_id(impl Into<String>)
/set_placement_id(Option<String>)
:
required: trueA unique identifier for a game session placement to stop.
- On success, responds with
StopGameSessionPlacementOutput
with field(s):game_session_placement(Option<GameSessionPlacement>)
:Object that describes the canceled game session placement, with
CANCELLED
status and an end time stamp.
- On failure, responds with
SdkError<StopGameSessionPlacementError>
source§impl Client
impl Client
sourcepub fn stop_matchmaking(&self) -> StopMatchmakingFluentBuilder
pub fn stop_matchmaking(&self) -> StopMatchmakingFluentBuilder
Constructs a fluent builder for the StopMatchmaking
operation.
- The fluent builder is configurable:
ticket_id(impl Into<String>)
/set_ticket_id(Option<String>)
:
required: trueA unique identifier for a matchmaking ticket.
- On success, responds with
StopMatchmakingOutput
- On failure, responds with
SdkError<StopMatchmakingError>
source§impl Client
impl Client
sourcepub fn suspend_game_server_group(&self) -> SuspendGameServerGroupFluentBuilder
pub fn suspend_game_server_group(&self) -> SuspendGameServerGroupFluentBuilder
Constructs a fluent builder for the SuspendGameServerGroup
operation.
- The fluent builder is configurable:
game_server_group_name(impl Into<String>)
/set_game_server_group_name(Option<String>)
:
required: trueA unique identifier for the game server group. Use either the name or ARN value.
suspend_actions(GameServerGroupAction)
/set_suspend_actions(Option<Vec::<GameServerGroupAction>>)
:
required: trueThe activity to suspend for this game server group.
- On success, responds with
SuspendGameServerGroupOutput
with field(s):game_server_group(Option<GameServerGroup>)
:An object that describes the game server group resource, with the
SuspendedActions
property updated to reflect the suspended activity.
- On failure, responds with
SdkError<SuspendGameServerGroupError>
source§impl Client
impl Client
sourcepub fn tag_resource(&self) -> TagResourceFluentBuilder
pub fn tag_resource(&self) -> TagResourceFluentBuilder
Constructs a fluent builder for the TagResource
operation.
- The fluent builder is configurable:
resource_arn(impl Into<String>)
/set_resource_arn(Option<String>)
:
required: trueThe Amazon Resource Name (ARN) that uniquely identifies the Amazon GameLift resource that you want to assign tags to. Amazon GameLift includes resource ARNs in the data object for the resource. You can retrieve the ARN by calling a
List
orDescribe
operation for the resource type.tags(Tag)
/set_tags(Option<Vec::<Tag>>)
:
required: trueA list of one or more tags to assign to the specified Amazon GameLift resource. Tags are developer-defined and structured as key-value pairs. The maximum tag limit may be lower than stated. See Tagging Amazon Web Services Resources for tagging limits.
- On success, responds with
TagResourceOutput
- On failure, responds with
SdkError<TagResourceError>
source§impl Client
impl Client
sourcepub fn untag_resource(&self) -> UntagResourceFluentBuilder
pub fn untag_resource(&self) -> UntagResourceFluentBuilder
Constructs a fluent builder for the UntagResource
operation.
- The fluent builder is configurable:
resource_arn(impl Into<String>)
/set_resource_arn(Option<String>)
:
required: trueThe Amazon Resource Name (ARN) that uniquely identifies the Amazon GameLift resource that you want to remove tags from. Amazon GameLift includes resource ARNs in the data object for the resource. You can retrieve the ARN by calling a
List
orDescribe
operation for the resource type.tag_keys(impl Into<String>)
/set_tag_keys(Option<Vec::<String>>)
:
required: trueA list of one or more tag keys to remove from the specified Amazon GameLift resource.
- On success, responds with
UntagResourceOutput
- On failure, responds with
SdkError<UntagResourceError>
source§impl Client
impl Client
sourcepub fn update_alias(&self) -> UpdateAliasFluentBuilder
pub fn update_alias(&self) -> UpdateAliasFluentBuilder
Constructs a fluent builder for the UpdateAlias
operation.
- The fluent builder is configurable:
alias_id(impl Into<String>)
/set_alias_id(Option<String>)
:
required: trueA unique identifier for the alias that you want to update. You can use either the alias ID or ARN value.
name(impl Into<String>)
/set_name(Option<String>)
:
required: falseA descriptive label that is associated with an alias. Alias names do not need to be unique.
description(impl Into<String>)
/set_description(Option<String>)
:
required: falseA human-readable description of the alias.
routing_strategy(RoutingStrategy)
/set_routing_strategy(Option<RoutingStrategy>)
:
required: falseThe routing configuration, including routing type and fleet target, for the alias.
- On success, responds with
UpdateAliasOutput
with field(s):alias(Option<Alias>)
:The updated alias resource.
- On failure, responds with
SdkError<UpdateAliasError>
source§impl Client
impl Client
sourcepub fn update_build(&self) -> UpdateBuildFluentBuilder
pub fn update_build(&self) -> UpdateBuildFluentBuilder
Constructs a fluent builder for the UpdateBuild
operation.
- The fluent builder is configurable:
build_id(impl Into<String>)
/set_build_id(Option<String>)
:
required: trueA unique identifier for the build to update. You can use either the build ID or ARN value.
name(impl Into<String>)
/set_name(Option<String>)
:
required: falseA descriptive label associated with a build. Build names don’t need to be unique.
version(impl Into<String>)
/set_version(Option<String>)
:
required: falseVersion information associated with a build or script. Version strings don’t need to be unique.
- On success, responds with
UpdateBuildOutput
with field(s):build_value(Option<Build>)
:The updated build resource.
- On failure, responds with
SdkError<UpdateBuildError>
source§impl Client
impl Client
sourcepub fn update_fleet_attributes(&self) -> UpdateFleetAttributesFluentBuilder
pub fn update_fleet_attributes(&self) -> UpdateFleetAttributesFluentBuilder
Constructs a fluent builder for the UpdateFleetAttributes
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to update attribute metadata for. You can use either the fleet ID or ARN value.
name(impl Into<String>)
/set_name(Option<String>)
:
required: falseA descriptive label that is associated with a fleet. Fleet names do not need to be unique.
description(impl Into<String>)
/set_description(Option<String>)
:
required: falseA human-readable description of a fleet.
new_game_session_protection_policy(ProtectionPolicy)
/set_new_game_session_protection_policy(Option<ProtectionPolicy>)
:
required: falseThe game session protection policy to apply to all new game sessions created in this fleet. Game sessions that already exist are not affected. You can set protection for individual game sessions using UpdateGameSession .
-
NoProtection – The game session can be terminated during a scale-down event.
-
FullProtection – If the game session is in an
ACTIVE
status, it cannot be terminated during a scale-down event.
-
resource_creation_limit_policy(ResourceCreationLimitPolicy)
/set_resource_creation_limit_policy(Option<ResourceCreationLimitPolicy>)
:
required: falsePolicy settings that limit the number of game sessions an individual player can create over a span of time.
metric_groups(impl Into<String>)
/set_metric_groups(Option<Vec::<String>>)
:
required: falseThe name of a metric group to add this fleet to. Use a metric group in Amazon CloudWatch to aggregate the metrics from multiple fleets. Provide an existing metric group name, or create a new metric group by providing a new name. A fleet can only be in one metric group at a time.
anywhere_configuration(AnywhereConfiguration)
/set_anywhere_configuration(Option<AnywhereConfiguration>)
:
required: falseAmazon GameLift Anywhere configuration options.
- On success, responds with
UpdateFleetAttributesOutput
with field(s):fleet_id(Option<String>)
:A unique identifier for the fleet that was updated.
fleet_arn(Option<String>)
:The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:
.::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
- On failure, responds with
SdkError<UpdateFleetAttributesError>
source§impl Client
impl Client
sourcepub fn update_fleet_capacity(&self) -> UpdateFleetCapacityFluentBuilder
pub fn update_fleet_capacity(&self) -> UpdateFleetCapacityFluentBuilder
Constructs a fluent builder for the UpdateFleetCapacity
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to update capacity settings for. You can use either the fleet ID or ARN value.
desired_instances(i32)
/set_desired_instances(Option<i32>)
:
required: falseThe number of Amazon EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits. Changes in desired instance value can take up to 1 minute to be reflected when viewing the fleet’s capacity settings.
min_size(i32)
/set_min_size(Option<i32>)
:
required: falseThe minimum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 0.
max_size(i32)
/set_max_size(Option<i32>)
:
required: falseThe maximum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 1.
location(impl Into<String>)
/set_location(Option<String>)
:
required: falseThe name of a remote location to update fleet capacity settings for, in the form of an Amazon Web Services Region code such as
us-west-2
.
- On success, responds with
UpdateFleetCapacityOutput
with field(s):fleet_id(Option<String>)
:A unique identifier for the fleet that was updated.
fleet_arn(Option<String>)
:The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:
.::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 location(Option<String>)
:The remote location being updated, expressed as an Amazon Web Services Region code, such as
us-west-2
.
- On failure, responds with
SdkError<UpdateFleetCapacityError>
source§impl Client
impl Client
sourcepub fn update_fleet_port_settings(&self) -> UpdateFleetPortSettingsFluentBuilder
pub fn update_fleet_port_settings(&self) -> UpdateFleetPortSettingsFluentBuilder
Constructs a fluent builder for the UpdateFleetPortSettings
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to update port settings for. You can use either the fleet ID or ARN value.
inbound_permission_authorizations(IpPermission)
/set_inbound_permission_authorizations(Option<Vec::<IpPermission>>)
:
required: falseA collection of port settings to be added to the fleet resource.
inbound_permission_revocations(IpPermission)
/set_inbound_permission_revocations(Option<Vec::<IpPermission>>)
:
required: falseA collection of port settings to be removed from the fleet resource.
- On success, responds with
UpdateFleetPortSettingsOutput
with field(s):fleet_id(Option<String>)
:A unique identifier for the fleet that was updated.
fleet_arn(Option<String>)
:The Amazon Resource Name (ARN) that is assigned to a Amazon GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:
.::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
- On failure, responds with
SdkError<UpdateFleetPortSettingsError>
source§impl Client
impl Client
sourcepub fn update_game_server(&self) -> UpdateGameServerFluentBuilder
pub fn update_game_server(&self) -> UpdateGameServerFluentBuilder
Constructs a fluent builder for the UpdateGameServer
operation.
- The fluent builder is configurable:
game_server_group_name(impl Into<String>)
/set_game_server_group_name(Option<String>)
:
required: trueA unique identifier for the game server group where the game server is running.
game_server_id(impl Into<String>)
/set_game_server_id(Option<String>)
:
required: trueA custom string that uniquely identifies the game server to update.
game_server_data(impl Into<String>)
/set_game_server_data(Option<String>)
:
required: falseA 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.
utilization_status(GameServerUtilizationStatus)
/set_utilization_status(Option<GameServerUtilizationStatus>)
:
required: falseIndicates if the game server is available or is currently hosting gameplay. You can update a game server status from
AVAILABLE
toUTILIZED
, but you can’t change a the status fromUTILIZED
toAVAILABLE
.health_check(GameServerHealthCheck)
/set_health_check(Option<GameServerHealthCheck>)
:
required: falseIndicates health status of the game server. A request that includes this parameter updates the game server’s LastHealthCheckTime timestamp.
- On success, responds with
UpdateGameServerOutput
with field(s):game_server(Option<GameServer>)
:Object that describes the newly updated game server.
- On failure, responds with
SdkError<UpdateGameServerError>
source§impl Client
impl Client
sourcepub fn update_game_server_group(&self) -> UpdateGameServerGroupFluentBuilder
pub fn update_game_server_group(&self) -> UpdateGameServerGroupFluentBuilder
Constructs a fluent builder for the UpdateGameServerGroup
operation.
- The fluent builder is configurable:
game_server_group_name(impl Into<String>)
/set_game_server_group_name(Option<String>)
:
required: trueA unique identifier for the game server group. Use either the name or ARN value.
role_arn(impl Into<String>)
/set_role_arn(Option<String>)
:
required: falseThe Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups.
instance_definitions(InstanceDefinition)
/set_instance_definitions(Option<Vec::<InstanceDefinition>>)
:
required: falseAn updated list of Amazon EC2 instance types to use in the Auto Scaling group. The instance definitions must specify at least two different instance types that are supported by Amazon GameLift FleetIQ. This updated list replaces the entire current list of instance definitions for the game server group. For more information on instance types, see EC2 Instance Types in the Amazon EC2 User Guide. You can optionally specify capacity weighting for each instance type. If no weight value is specified for an instance type, it is set to the default value “1”. For more information about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling in the Amazon EC2 Auto Scaling User Guide.
game_server_protection_policy(GameServerProtectionPolicy)
/set_game_server_protection_policy(Option<GameServerProtectionPolicy>)
:
required: falseA flag that indicates whether instances in the game server group are protected from early termination. Unprotected instances that have active game servers running might be terminated during a scale-down event, causing players to be dropped from the game. Protected instances cannot be terminated while there are active game servers running except in the event of a forced game server group deletion (see ). An exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. This property is set to
NO_PROTECTION
by default.balancing_strategy(BalancingStrategy)
/set_balancing_strategy(Option<BalancingStrategy>)
:
required: falseIndicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game server group. Method options include the following:
-
SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated (after current gameplay ends) and are not replaced. -
SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and are replaced with new On-Demand Instances. -
ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are used, even when available, while this balancing strategy is in force.
-
- On success, responds with
UpdateGameServerGroupOutput
with field(s):game_server_group(Option<GameServerGroup>)
:An object that describes the game server group resource with updated properties.
- On failure, responds with
SdkError<UpdateGameServerGroupError>
source§impl Client
impl Client
sourcepub fn update_game_session(&self) -> UpdateGameSessionFluentBuilder
pub fn update_game_session(&self) -> UpdateGameSessionFluentBuilder
Constructs a fluent builder for the UpdateGameSession
operation.
- The fluent builder is configurable:
game_session_id(impl Into<String>)
/set_game_session_id(Option<String>)
:
required: trueA unique identifier for the game session to update.
maximum_player_session_count(i32)
/set_maximum_player_session_count(Option<i32>)
:
required: falseThe maximum number of players that can be connected simultaneously to the game session.
name(impl Into<String>)
/set_name(Option<String>)
:
required: falseA descriptive label that is associated with a game session. Session names do not need to be unique.
player_session_creation_policy(PlayerSessionCreationPolicy)
/set_player_session_creation_policy(Option<PlayerSessionCreationPolicy>)
:
required: falseA policy that determines whether the game session is accepting new players.
protection_policy(ProtectionPolicy)
/set_protection_policy(Option<ProtectionPolicy>)
:
required: falseGame session protection policy to apply to this game session only.
-
NoProtection – The game session can be terminated during a scale-down event.
-
FullProtection – If the game session is in an
ACTIVE
status, it cannot be terminated during a scale-down event.
-
game_properties(GameProperty)
/set_game_properties(Option<Vec::<GameProperty>>)
:
required: falseA set of key-value pairs that can store custom data in a game session. For example:
{“Key”: “difficulty”, “Value”: “novice”}
. You can use this parameter to modify game properties in an active game session. This action adds new properties and modifies existing properties. There is no way to delete properties. For an example, see Update the value of a game property.
- On success, responds with
UpdateGameSessionOutput
with field(s):game_session(Option<GameSession>)
:The updated game session properties.
- On failure, responds with
SdkError<UpdateGameSessionError>
source§impl Client
impl Client
sourcepub fn update_game_session_queue(&self) -> UpdateGameSessionQueueFluentBuilder
pub fn update_game_session_queue(&self) -> UpdateGameSessionQueueFluentBuilder
Constructs a fluent builder for the UpdateGameSessionQueue
operation.
- The fluent builder is configurable:
name(impl Into<String>)
/set_name(Option<String>)
:
required: trueA descriptive label that is associated with game session queue. Queue names must be unique within each Region. You can use either the queue ID or ARN value.
timeout_in_seconds(i32)
/set_timeout_in_seconds(Option<i32>)
:
required: falseThe maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a
TIMED_OUT
status. By default, this property is set to600
.player_latency_policies(PlayerLatencyPolicy)
/set_player_latency_policies(Option<Vec::<PlayerLatencyPolicy>>)
:
required: falseA set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value. When updating policies, provide a complete collection of policies.
destinations(GameSessionQueueDestination)
/set_destinations(Option<Vec::<GameSessionQueueDestination>>)
:
required: falseA list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference. When updating this list, provide a complete list of destinations.
filter_configuration(FilterConfiguration)
/set_filter_configuration(Option<FilterConfiguration>)
:
required: falseA list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of Amazon Web Services Region codes, such as
us-west-2
. If this parameter is not set, game sessions can be placed in any queue location. To remove an existing filter configuration, pass in an empty set.priority_configuration(PriorityConfiguration)
/set_priority_configuration(Option<PriorityConfiguration>)
:
required: falseCustom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process. To remove an existing priority configuration, pass in an empty set.
custom_event_data(impl Into<String>)
/set_custom_event_data(Option<String>)
:
required: falseInformation to be added to all events that are related to this game session queue.
notification_target(impl Into<String>)
/set_notification_target(Option<String>)
:
required: falseAn SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.
- On success, responds with
UpdateGameSessionQueueOutput
with field(s):game_session_queue(Option<GameSessionQueue>)
:An object that describes the newly updated game session queue.
- On failure, responds with
SdkError<UpdateGameSessionQueueError>
source§impl Client
impl Client
sourcepub fn update_matchmaking_configuration(
&self
) -> UpdateMatchmakingConfigurationFluentBuilder
pub fn update_matchmaking_configuration( &self ) -> UpdateMatchmakingConfigurationFluentBuilder
Constructs a fluent builder for the UpdateMatchmakingConfiguration
operation.
- The fluent builder is configurable:
name(impl Into<String>)
/set_name(Option<String>)
:
required: trueA unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.
description(impl Into<String>)
/set_description(Option<String>)
:
required: falseA description for the matchmaking configuration.
game_session_queue_arns(impl Into<String>)
/set_game_session_queue_arns(Option<Vec::<String>>)
:
required: falseThe Amazon Resource Name (ARN) that is assigned to a Amazon GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is
arn:aws:gamelift:
. Queues can be located in any Region. Queues are used to start new Amazon GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If::gamesessionqueue/ FlexMatchMode
is set toSTANDALONE
, do not set this parameter.request_timeout_seconds(i32)
/set_request_timeout_seconds(Option<i32>)
:
required: falseThe maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
acceptance_timeout_seconds(i32)
/set_acceptance_timeout_seconds(Option<i32>)
:
required: falseThe length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.
acceptance_required(bool)
/set_acceptance_required(Option<bool>)
:
required: falseA flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE. With this option enabled, matchmaking tickets use the status
REQUIRES_ACCEPTANCE
to indicate when a completed potential match is waiting for player acceptance.rule_set_name(impl Into<String>)
/set_rule_set_name(Option<String>)
:
required: falseA unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.
notification_target(impl Into<String>)
/set_notification_target(Option<String>)
:
required: falseAn SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.
additional_player_count(i32)
/set_additional_player_count(Option<i32>)
:
required: falseThe number of player slots in a match to keep open for future players. For example, if the configuration’s rule set specifies a match for a single 10-person team, and the additional player count is set to 2, 10 players will be selected for the match and 2 more player slots will be open for future players. This parameter is not used if
FlexMatchMode
is set toSTANDALONE
.custom_event_data(impl Into<String>)
/set_custom_event_data(Option<String>)
:
required: falseInformation to add to all events related to the matchmaking configuration.
game_properties(GameProperty)
/set_game_properties(Option<Vec::<GameProperty>>)
:
required: falseA set of key-value pairs that can store custom data in a game session. For example:
{“Key”: “difficulty”, “Value”: “novice”}
. This information is added to the newGameSession
object that is created for a successful match. This parameter is not used ifFlexMatchMode
is set toSTANDALONE
.game_session_data(impl Into<String>)
/set_game_session_data(Option<String>)
:
required: falseA set of custom game session properties, formatted as a single string value. This data is passed to a game server process with a request to start a new game session (see Start a Game Session). This information is added to the game session that is created for a successful match. This parameter is not used if
FlexMatchMode
is set toSTANDALONE
.backfill_mode(BackfillMode)
/set_backfill_mode(Option<BackfillMode>)
:
required: falseThe method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a match backfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when
FlexMatchMode
is set toSTANDALONE
.flex_match_mode(FlexMatchMode)
/set_flex_match_mode(Option<FlexMatchMode>)
:
required: falseIndicates whether this matchmaking configuration is being used with Amazon GameLift hosting or as a standalone matchmaking solution.
-
STANDALONE - FlexMatch forms matches and returns match information, including players and team assignments, in a MatchmakingSucceeded event.
-
WITH_QUEUE - FlexMatch forms matches and uses the specified Amazon GameLift queue to start a game session for the match.
-
- On success, responds with
UpdateMatchmakingConfigurationOutput
with field(s):configuration(Option<MatchmakingConfiguration>)
:The updated matchmaking configuration.
- On failure, responds with
SdkError<UpdateMatchmakingConfigurationError>
source§impl Client
impl Client
sourcepub fn update_runtime_configuration(
&self
) -> UpdateRuntimeConfigurationFluentBuilder
pub fn update_runtime_configuration( &self ) -> UpdateRuntimeConfigurationFluentBuilder
Constructs a fluent builder for the UpdateRuntimeConfiguration
operation.
- The fluent builder is configurable:
fleet_id(impl Into<String>)
/set_fleet_id(Option<String>)
:
required: trueA unique identifier for the fleet to update runtime configuration for. You can use either the fleet ID or ARN value.
runtime_configuration(RuntimeConfiguration)
/set_runtime_configuration(Option<RuntimeConfiguration>)
:
required: trueInstructions for launching server processes on fleet computes. Server processes run either a custom game build executable or a Realtime Servers script. The runtime configuration lists the types of server processes to run, how to launch them, and the number of processes to run concurrently.
- On success, responds with
UpdateRuntimeConfigurationOutput
with field(s):runtime_configuration(Option<RuntimeConfiguration>)
:The runtime configuration currently in use by computes in the fleet. If the update is successful, all property changes are shown.
- On failure, responds with
SdkError<UpdateRuntimeConfigurationError>
source§impl Client
impl Client
sourcepub fn update_script(&self) -> UpdateScriptFluentBuilder
pub fn update_script(&self) -> UpdateScriptFluentBuilder
Constructs a fluent builder for the UpdateScript
operation.
- The fluent builder is configurable:
script_id(impl Into<String>)
/set_script_id(Option<String>)
:
required: trueA unique identifier for the Realtime script to update. You can use either the script ID or ARN value.
name(impl Into<String>)
/set_name(Option<String>)
:
required: falseA descriptive label that is associated with a script. Script names don’t need to be unique.
version(impl Into<String>)
/set_version(Option<String>)
:
required: falseVersion information associated with a build or script. Version strings don’t need to be unique.
storage_location(S3Location)
/set_storage_location(Option<S3Location>)
:
required: falseThe location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the “key”), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the
ObjectVersion
parameter to specify an earlier version.zip_file(Blob)
/set_zip_file(Option<Blob>)
:
required: falseA data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.
When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string “fileb://” to indicate that the file data is a binary object. For example:
–zip-file fileb://myRealtimeScript.zip
.
- On success, responds with
UpdateScriptOutput
with field(s):script(Option<Script>)
:The newly created script record with a unique script ID. The new script’s storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.
- On failure, responds with
SdkError<UpdateScriptError>
source§impl Client
impl Client
sourcepub fn validate_matchmaking_rule_set(
&self
) -> ValidateMatchmakingRuleSetFluentBuilder
pub fn validate_matchmaking_rule_set( &self ) -> ValidateMatchmakingRuleSetFluentBuilder
Constructs a fluent builder for the ValidateMatchmakingRuleSet
operation.
- The fluent builder is configurable:
rule_set_body(impl Into<String>)
/set_rule_set_body(Option<String>)
:
required: trueA collection of matchmaking rules to validate, formatted as a JSON string.
- On success, responds with
ValidateMatchmakingRuleSetOutput
with field(s):valid(Option<bool>)
:A response indicating whether the rule set is valid.
- On failure, responds with
SdkError<ValidateMatchmakingRuleSetError>
source§impl Client
impl Client
sourcepub fn from_conf(conf: Config) -> Self
pub fn from_conf(conf: Config) -> Self
Creates a new client from the service Config
.
§Panics
This method will panic in the following cases:
- Retries or timeouts are enabled without a
sleep_impl
configured. - Identity caching is enabled without a
sleep_impl
andtime_source
configured. - No
behavior_version
is provided.
The panic message for each of these will have instructions on how to resolve them.
source§impl Client
impl Client
sourcepub fn new(sdk_config: &SdkConfig) -> Self
pub fn new(sdk_config: &SdkConfig) -> Self
Creates a new client from an SDK Config.
§Panics
- This method will panic if the
sdk_config
is missing an async sleep implementation. If you experience this panic, set thesleep_impl
on the Config passed into this function to fix it. - This method will panic if the
sdk_config
is missing an HTTP connector. If you experience this panic, set thehttp_connector
on the Config passed into this function to fix it. - This method will panic if no
BehaviorVersion
is provided. If you experience this panic, setbehavior_version
on the Config or enable thebehavior-version-latest
Cargo feature.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Client
impl !RefUnwindSafe for Client
impl Send for Client
impl Sync for Client
impl Unpin for Client
impl !UnwindSafe for Client
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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> 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 more