Struct aws_sdk_gamelift::Client

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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§

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impl Client

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pub fn accept_match(&self) -> AcceptMatchFluentBuilder

Constructs a fluent builder for the AcceptMatch operation.

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impl Client

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pub fn claim_game_server(&self) -> ClaimGameServerFluentBuilder

Constructs a fluent builder for the ClaimGameServer operation.

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impl Client

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pub fn create_alias(&self) -> CreateAliasFluentBuilder

Constructs a fluent builder for the CreateAlias operation.

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impl Client

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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: false

      A 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: false

      Version 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: false

      Information 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 a SizeOnDisk of 0.


    • operating_system(OperatingSystem) / set_operating_system(Option<OperatingSystem>):
      required: false

      The 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: false

      A 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: false

      A 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):
  • On failure, responds with SdkError<CreateBuildError>
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impl Client

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pub fn create_container_group_definition( &self ) -> CreateContainerGroupDefinitionFluentBuilder

Constructs a fluent builder for the CreateContainerGroupDefinition operation.

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impl Client

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pub fn create_fleet(&self) -> CreateFleetFluentBuilder

Constructs a fluent builder for the CreateFleet operation.

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impl Client

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pub fn create_fleet_locations(&self) -> CreateFleetLocationsFluentBuilder

Constructs a fluent builder for the CreateFleetLocations operation.

  • The fluent builder is configurable:
  • 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>
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impl Client

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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: true

      An 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: true

      The 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: true

      The 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: true

      The 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: true

      The 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: true

      The 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: false

      Configuration 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: false

      Indicates 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: false

      A 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: false

      A 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: false

      A 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>
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impl Client

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pub fn create_game_session(&self) -> CreateGameSessionFluentBuilder

Constructs a fluent builder for the CreateGameSession operation.

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impl Client

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pub fn create_game_session_queue(&self) -> CreateGameSessionQueueFluentBuilder

Constructs a fluent builder for the CreateGameSessionQueue operation.

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impl Client

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pub fn create_location(&self) -> CreateLocationFluentBuilder

Constructs a fluent builder for the CreateLocation operation.

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impl Client

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pub fn create_matchmaking_configuration( &self ) -> CreateMatchmakingConfigurationFluentBuilder

Constructs a fluent builder for the CreateMatchmakingConfiguration operation.

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impl Client

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pub fn create_matchmaking_rule_set( &self ) -> CreateMatchmakingRuleSetFluentBuilder

Constructs a fluent builder for the CreateMatchmakingRuleSet operation.

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impl Client

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pub fn create_player_session(&self) -> CreatePlayerSessionFluentBuilder

Constructs a fluent builder for the CreatePlayerSession operation.

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impl Client

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pub fn create_player_sessions(&self) -> CreatePlayerSessionsFluentBuilder

Constructs a fluent builder for the CreatePlayerSessions operation.

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impl Client

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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: false

      A 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: false

      Version 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: false

      The 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: false

      A 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: false

      A 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>
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impl Client

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pub fn create_vpc_peering_authorization( &self ) -> CreateVpcPeeringAuthorizationFluentBuilder

Constructs a fluent builder for the CreateVpcPeeringAuthorization operation.

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impl Client

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pub fn create_vpc_peering_connection( &self ) -> CreateVpcPeeringConnectionFluentBuilder

Constructs a fluent builder for the CreateVpcPeeringConnection operation.

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impl Client

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pub fn delete_alias(&self) -> DeleteAliasFluentBuilder

Constructs a fluent builder for the DeleteAlias operation.

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impl Client

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pub fn delete_build(&self) -> DeleteBuildFluentBuilder

Constructs a fluent builder for the DeleteBuild operation.

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impl Client

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pub fn delete_container_group_definition( &self ) -> DeleteContainerGroupDefinitionFluentBuilder

Constructs a fluent builder for the DeleteContainerGroupDefinition operation.

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impl Client

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pub fn delete_fleet(&self) -> DeleteFleetFluentBuilder

Constructs a fluent builder for the DeleteFleet operation.

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impl Client

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pub fn delete_fleet_locations(&self) -> DeleteFleetLocationsFluentBuilder

Constructs a fluent builder for the DeleteFleetLocations operation.

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impl Client

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pub fn delete_game_server_group(&self) -> DeleteGameServerGroupFluentBuilder

Constructs a fluent builder for the DeleteGameServerGroup operation.

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impl Client

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pub fn delete_game_session_queue(&self) -> DeleteGameSessionQueueFluentBuilder

Constructs a fluent builder for the DeleteGameSessionQueue operation.

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impl Client

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pub fn delete_location(&self) -> DeleteLocationFluentBuilder

Constructs a fluent builder for the DeleteLocation operation.

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impl Client

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pub fn delete_matchmaking_configuration( &self ) -> DeleteMatchmakingConfigurationFluentBuilder

Constructs a fluent builder for the DeleteMatchmakingConfiguration operation.

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impl Client

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pub fn delete_matchmaking_rule_set( &self ) -> DeleteMatchmakingRuleSetFluentBuilder

Constructs a fluent builder for the DeleteMatchmakingRuleSet operation.

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impl Client

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pub fn delete_scaling_policy(&self) -> DeleteScalingPolicyFluentBuilder

Constructs a fluent builder for the DeleteScalingPolicy operation.

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impl Client

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pub fn delete_script(&self) -> DeleteScriptFluentBuilder

Constructs a fluent builder for the DeleteScript operation.

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impl Client

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pub fn delete_vpc_peering_authorization( &self ) -> DeleteVpcPeeringAuthorizationFluentBuilder

Constructs a fluent builder for the DeleteVpcPeeringAuthorization operation.

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impl Client

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pub fn delete_vpc_peering_connection( &self ) -> DeleteVpcPeeringConnectionFluentBuilder

Constructs a fluent builder for the DeleteVpcPeeringConnection operation.

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impl Client

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pub fn deregister_compute(&self) -> DeregisterComputeFluentBuilder

Constructs a fluent builder for the DeregisterCompute operation.

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impl Client

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pub fn deregister_game_server(&self) -> DeregisterGameServerFluentBuilder

Constructs a fluent builder for the DeregisterGameServer operation.

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impl Client

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pub fn describe_alias(&self) -> DescribeAliasFluentBuilder

Constructs a fluent builder for the DescribeAlias operation.

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impl Client

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pub fn describe_build(&self) -> DescribeBuildFluentBuilder

Constructs a fluent builder for the DescribeBuild operation.

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impl Client

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pub fn describe_compute(&self) -> DescribeComputeFluentBuilder

Constructs a fluent builder for the DescribeCompute operation.

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impl Client

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pub fn describe_container_group_definition( &self ) -> DescribeContainerGroupDefinitionFluentBuilder

Constructs a fluent builder for the DescribeContainerGroupDefinition operation.

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impl Client

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pub fn describe_ec2_instance_limits( &self ) -> DescribeEC2InstanceLimitsFluentBuilder

Constructs a fluent builder for the DescribeEC2InstanceLimits operation.

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impl Client

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pub fn describe_fleet_attributes(&self) -> DescribeFleetAttributesFluentBuilder

Constructs a fluent builder for the DescribeFleetAttributes operation. This operation supports pagination; See into_paginator().

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impl Client

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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: false

      A 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: false

      The 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: false

      A 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>
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impl Client

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pub fn describe_fleet_events(&self) -> DescribeFleetEventsFluentBuilder

Constructs a fluent builder for the DescribeFleetEvents operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn describe_fleet_location_attributes( &self ) -> DescribeFleetLocationAttributesFluentBuilder

Constructs a fluent builder for the DescribeFleetLocationAttributes operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn describe_fleet_location_capacity( &self ) -> DescribeFleetLocationCapacityFluentBuilder

Constructs a fluent builder for the DescribeFleetLocationCapacity operation.

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impl Client

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pub fn describe_fleet_location_utilization( &self ) -> DescribeFleetLocationUtilizationFluentBuilder

Constructs a fluent builder for the DescribeFleetLocationUtilization operation.

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impl Client

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pub fn describe_fleet_port_settings( &self ) -> DescribeFleetPortSettingsFluentBuilder

Constructs a fluent builder for the DescribeFleetPortSettings operation.

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impl Client

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pub fn describe_fleet_utilization( &self ) -> DescribeFleetUtilizationFluentBuilder

Constructs a fluent builder for the DescribeFleetUtilization operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn describe_game_server(&self) -> DescribeGameServerFluentBuilder

Constructs a fluent builder for the DescribeGameServer operation.

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impl Client

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pub fn describe_game_server_group(&self) -> DescribeGameServerGroupFluentBuilder

Constructs a fluent builder for the DescribeGameServerGroup operation.

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impl Client

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pub fn describe_game_server_instances( &self ) -> DescribeGameServerInstancesFluentBuilder

Constructs a fluent builder for the DescribeGameServerInstances operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn describe_game_session_details( &self ) -> DescribeGameSessionDetailsFluentBuilder

Constructs a fluent builder for the DescribeGameSessionDetails operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn describe_game_session_placement( &self ) -> DescribeGameSessionPlacementFluentBuilder

Constructs a fluent builder for the DescribeGameSessionPlacement operation.

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impl Client

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pub fn describe_game_session_queues( &self ) -> DescribeGameSessionQueuesFluentBuilder

Constructs a fluent builder for the DescribeGameSessionQueues operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn describe_game_sessions(&self) -> DescribeGameSessionsFluentBuilder

Constructs a fluent builder for the DescribeGameSessions operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn describe_instances(&self) -> DescribeInstancesFluentBuilder

Constructs a fluent builder for the DescribeInstances operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn describe_matchmaking(&self) -> DescribeMatchmakingFluentBuilder

Constructs a fluent builder for the DescribeMatchmaking operation.

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impl Client

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pub fn describe_matchmaking_configurations( &self ) -> DescribeMatchmakingConfigurationsFluentBuilder

Constructs a fluent builder for the DescribeMatchmakingConfigurations operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn describe_matchmaking_rule_sets( &self ) -> DescribeMatchmakingRuleSetsFluentBuilder

Constructs a fluent builder for the DescribeMatchmakingRuleSets operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn describe_player_sessions(&self) -> DescribePlayerSessionsFluentBuilder

Constructs a fluent builder for the DescribePlayerSessions operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn describe_runtime_configuration( &self ) -> DescribeRuntimeConfigurationFluentBuilder

Constructs a fluent builder for the DescribeRuntimeConfiguration operation.

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impl Client

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pub fn describe_scaling_policies(&self) -> DescribeScalingPoliciesFluentBuilder

Constructs a fluent builder for the DescribeScalingPolicies operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn describe_script(&self) -> DescribeScriptFluentBuilder

Constructs a fluent builder for the DescribeScript operation.

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impl Client

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pub fn describe_vpc_peering_authorizations( &self ) -> DescribeVpcPeeringAuthorizationsFluentBuilder

Constructs a fluent builder for the DescribeVpcPeeringAuthorizations operation.

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impl Client

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pub fn describe_vpc_peering_connections( &self ) -> DescribeVpcPeeringConnectionsFluentBuilder

Constructs a fluent builder for the DescribeVpcPeeringConnections operation.

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impl Client

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pub fn get_compute_access(&self) -> GetComputeAccessFluentBuilder

Constructs a fluent builder for the GetComputeAccess operation.

  • The fluent builder is configurable:
  • 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>
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impl Client

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pub fn get_compute_auth_token(&self) -> GetComputeAuthTokenFluentBuilder

Constructs a fluent builder for the GetComputeAuthToken operation.

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impl Client

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pub fn get_game_session_log_url(&self) -> GetGameSessionLogUrlFluentBuilder

Constructs a fluent builder for the GetGameSessionLogUrl operation.

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impl Client

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pub fn get_instance_access(&self) -> GetInstanceAccessFluentBuilder

Constructs a fluent builder for the GetInstanceAccess operation.

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impl Client

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pub fn list_aliases(&self) -> ListAliasesFluentBuilder

Constructs a fluent builder for the ListAliases operation. This operation supports pagination; See into_paginator().

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impl Client

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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: false

      Build 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: false

      The 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: false

      A 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>
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impl Client

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pub fn list_compute(&self) -> ListComputeFluentBuilder

Constructs a fluent builder for the ListCompute operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn list_container_group_definitions( &self ) -> ListContainerGroupDefinitionsFluentBuilder

Constructs a fluent builder for the ListContainerGroupDefinitions operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn list_fleets(&self) -> ListFleetsFluentBuilder

Constructs a fluent builder for the ListFleets operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn list_game_server_groups(&self) -> ListGameServerGroupsFluentBuilder

Constructs a fluent builder for the ListGameServerGroups operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn list_game_servers(&self) -> ListGameServersFluentBuilder

Constructs a fluent builder for the ListGameServers operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn list_locations(&self) -> ListLocationsFluentBuilder

Constructs a fluent builder for the ListLocations operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn list_scripts(&self) -> ListScriptsFluentBuilder

Constructs a fluent builder for the ListScripts operation. This operation supports pagination; See into_paginator().

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impl Client

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pub fn list_tags_for_resource(&self) -> ListTagsForResourceFluentBuilder

Constructs a fluent builder for the ListTagsForResource operation.

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impl Client

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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: true

      A 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: true

      A 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: false

      Amount of adjustment to make, based on the scaling adjustment type.


    • scaling_adjustment_type(ScalingAdjustmentType) / set_scaling_adjustment_type(Option<ScalingAdjustmentType>):
      required: false

      The 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: false

      Metric value used to trigger a scaling event.


    • comparison_operator(ComparisonOperatorType) / set_comparison_operator(Option<ComparisonOperatorType>):
      required: false

      Comparison operator to use when measuring the metric against the threshold value.


    • evaluation_periods(i32) / set_evaluation_periods(Option<i32>):
      required: false

      Length 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: true

      Name 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: false

      The 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: false

      An 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>
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impl Client

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pub fn register_compute(&self) -> RegisterComputeFluentBuilder

Constructs a fluent builder for the RegisterCompute operation.

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impl Client

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pub fn register_game_server(&self) -> RegisterGameServerFluentBuilder

Constructs a fluent builder for the RegisterGameServer operation.

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impl Client

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pub fn request_upload_credentials( &self ) -> RequestUploadCredentialsFluentBuilder

Constructs a fluent builder for the RequestUploadCredentials operation.

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impl Client

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pub fn resolve_alias(&self) -> ResolveAliasFluentBuilder

Constructs a fluent builder for the ResolveAlias operation.

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impl Client

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pub fn resume_game_server_group(&self) -> ResumeGameServerGroupFluentBuilder

Constructs a fluent builder for the ResumeGameServerGroup operation.

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impl Client

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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: false

      A 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: false

      A 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: false

      A 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: false

      String 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 on gameSessionName: “FilterExpression”: “gameSessionName = ’Matt\‘s Awesome Game 1’”.

      To chain multiple conditions in a single expression, use the logical keywords AND, OR, and NOT 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:

      1. =, <>, <, >, <=, >=

      2. Parentheses

      3. NOT

      4. AND

      5. 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: false

      Instructions 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) and DESC (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: false

      The 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: false

      A 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>
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impl Client

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pub fn start_fleet_actions(&self) -> StartFleetActionsFluentBuilder

Constructs a fluent builder for the StartFleetActions operation.

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impl Client

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pub fn start_game_session_placement( &self ) -> StartGameSessionPlacementFluentBuilder

Constructs a fluent builder for the StartGameSessionPlacement operation.

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impl Client

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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: false

      A 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: true

      Name 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: false

      A 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: true

      Match 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 a StartMatchBackfill 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>
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impl Client

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pub fn start_matchmaking(&self) -> StartMatchmakingFluentBuilder

Constructs a fluent builder for the StartMatchmaking operation.

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impl Client

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pub fn stop_fleet_actions(&self) -> StopFleetActionsFluentBuilder

Constructs a fluent builder for the StopFleetActions operation.

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impl Client

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pub fn stop_game_session_placement( &self ) -> StopGameSessionPlacementFluentBuilder

Constructs a fluent builder for the StopGameSessionPlacement operation.

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impl Client

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pub fn stop_matchmaking(&self) -> StopMatchmakingFluentBuilder

Constructs a fluent builder for the StopMatchmaking operation.

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impl Client

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pub fn suspend_game_server_group(&self) -> SuspendGameServerGroupFluentBuilder

Constructs a fluent builder for the SuspendGameServerGroup operation.

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impl Client

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pub fn tag_resource(&self) -> TagResourceFluentBuilder

Constructs a fluent builder for the TagResource operation.

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impl Client

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pub fn untag_resource(&self) -> UntagResourceFluentBuilder

Constructs a fluent builder for the UntagResource operation.

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impl Client

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pub fn update_alias(&self) -> UpdateAliasFluentBuilder

Constructs a fluent builder for the UpdateAlias operation.

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impl Client

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pub fn update_build(&self) -> UpdateBuildFluentBuilder

Constructs a fluent builder for the UpdateBuild operation.

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impl Client

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pub fn update_fleet_attributes(&self) -> UpdateFleetAttributesFluentBuilder

Constructs a fluent builder for the UpdateFleetAttributes operation.

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impl Client

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pub fn update_fleet_capacity(&self) -> UpdateFleetCapacityFluentBuilder

Constructs a fluent builder for the UpdateFleetCapacity operation.

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impl Client

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pub fn update_fleet_port_settings(&self) -> UpdateFleetPortSettingsFluentBuilder

Constructs a fluent builder for the UpdateFleetPortSettings operation.

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impl Client

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pub fn update_game_server(&self) -> UpdateGameServerFluentBuilder

Constructs a fluent builder for the UpdateGameServer operation.

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impl Client

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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: true

      A 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: false

      The 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: false

      An 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: false

      A 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: false

      Indicates 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):
  • On failure, responds with SdkError<UpdateGameServerGroupError>
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impl Client

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pub fn update_game_session(&self) -> UpdateGameSessionFluentBuilder

Constructs a fluent builder for the UpdateGameSession operation.

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impl Client

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pub fn update_game_session_queue(&self) -> UpdateGameSessionQueueFluentBuilder

Constructs a fluent builder for the UpdateGameSessionQueue operation.

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impl Client

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pub fn update_matchmaking_configuration( &self ) -> UpdateMatchmakingConfigurationFluentBuilder

Constructs a fluent builder for the UpdateMatchmakingConfiguration operation.

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impl Client

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pub fn update_runtime_configuration( &self ) -> UpdateRuntimeConfigurationFluentBuilder

Constructs a fluent builder for the UpdateRuntimeConfiguration operation.

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impl Client

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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: true

      A 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: false

      A 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: false

      Version information associated with a build or script. Version strings don’t need to be unique.


    • storage_location(S3Location) / set_storage_location(Option<S3Location>):
      required: false

      The 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: false

      A 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>
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impl Client

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pub fn validate_matchmaking_rule_set( &self ) -> ValidateMatchmakingRuleSetFluentBuilder

Constructs a fluent builder for the ValidateMatchmakingRuleSet operation.

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impl Client

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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 and time_source configured.
  • No behavior_version is provided.

The panic message for each of these will have instructions on how to resolve them.

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pub fn config(&self) -> &Config

Returns the client’s configuration.

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impl Client

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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 the sleep_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 the http_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, set behavior_version on the Config or enable the behavior-version-latest Cargo feature.

Trait Implementations§

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impl Clone for Client

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fn clone(&self) -> Client

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

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

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

Formats the value using the given formatter. Read more

Auto Trait Implementations§

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impl Freeze for Client

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impl !RefUnwindSafe for Client

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impl Send for Client

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impl Sync for Client

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impl Unpin for Client

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impl !UnwindSafe for Client

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts 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 more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts 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
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impl<Unshared, Shared> IntoShared<Shared> for Unshared
where Shared: FromUnshared<Unshared>,

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fn into_shared(self) -> Shared

Creates a shared type from an unshared type.
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impl<T> Same for T

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type Output = T

Should always be Self
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where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more