aws_sdk_gamelift/operation/create_game_session/
builders.rs

1// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
2pub use crate::operation::create_game_session::_create_game_session_output::CreateGameSessionOutputBuilder;
3
4pub use crate::operation::create_game_session::_create_game_session_input::CreateGameSessionInputBuilder;
5
6impl crate::operation::create_game_session::builders::CreateGameSessionInputBuilder {
7    /// Sends a request with this input using the given client.
8    pub async fn send_with(
9        self,
10        client: &crate::Client,
11    ) -> ::std::result::Result<
12        crate::operation::create_game_session::CreateGameSessionOutput,
13        ::aws_smithy_runtime_api::client::result::SdkError<
14            crate::operation::create_game_session::CreateGameSessionError,
15            ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
16        >,
17    > {
18        let mut fluent_builder = client.create_game_session();
19        fluent_builder.inner = self;
20        fluent_builder.send().await
21    }
22}
23/// Fluent builder constructing a request to `CreateGameSession`.
24///
25/// <p><b>This API works with the following fleet types:</b> EC2, Anywhere, Container</p>
26/// <p>Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the Amazon GameLift Servers game session placement feature with <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html">StartGameSessionPlacement</a>, which uses the FleetIQ algorithm and queues to optimize the placement process.</p>
27/// <p>When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The target fleet must be in <code>ACTIVE</code> status.</p>
28/// <p>You can use this operation in the following ways:</p>
29/// <ul>
30/// <li>
31/// <p>To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration.</p></li>
32/// <li>
33/// <p>To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration.</p></li>
34/// <li>
35/// <p>To create a game session on an instance in an Anywhere fleet, specify the fleet's custom location.</p></li>
36/// </ul>
37/// <p>If successful, Amazon GameLift Servers initiates a workflow to start a new game session and returns a <code>GameSession</code> object containing the game session configuration and status. When the game session status is <code>ACTIVE</code>, it is updated with connection information and you can create player sessions for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSession.html">UpdateGameSession</a> to change the game session's player session creation policy.</p>
38/// <p>Amazon GameLift Servers retains logs for active for 14 days. To access the logs, call <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetGameSessionLogUrl.html">GetGameSessionLogUrl</a> to download the log files.</p>
39/// <p><i>Available in Amazon GameLift Servers Local.</i></p>
40/// <p><b>Learn more</b></p>
41/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a game session</a></p>
42/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a></p>
43#[derive(::std::clone::Clone, ::std::fmt::Debug)]
44pub struct CreateGameSessionFluentBuilder {
45    handle: ::std::sync::Arc<crate::client::Handle>,
46    inner: crate::operation::create_game_session::builders::CreateGameSessionInputBuilder,
47    config_override: ::std::option::Option<crate::config::Builder>,
48}
49impl
50    crate::client::customize::internal::CustomizableSend<
51        crate::operation::create_game_session::CreateGameSessionOutput,
52        crate::operation::create_game_session::CreateGameSessionError,
53    > for CreateGameSessionFluentBuilder
54{
55    fn send(
56        self,
57        config_override: crate::config::Builder,
58    ) -> crate::client::customize::internal::BoxFuture<
59        crate::client::customize::internal::SendResult<
60            crate::operation::create_game_session::CreateGameSessionOutput,
61            crate::operation::create_game_session::CreateGameSessionError,
62        >,
63    > {
64        ::std::boxed::Box::pin(async move { self.config_override(config_override).send().await })
65    }
66}
67impl CreateGameSessionFluentBuilder {
68    /// Creates a new `CreateGameSessionFluentBuilder`.
69    pub(crate) fn new(handle: ::std::sync::Arc<crate::client::Handle>) -> Self {
70        Self {
71            handle,
72            inner: ::std::default::Default::default(),
73            config_override: ::std::option::Option::None,
74        }
75    }
76    /// Access the CreateGameSession as a reference.
77    pub fn as_input(&self) -> &crate::operation::create_game_session::builders::CreateGameSessionInputBuilder {
78        &self.inner
79    }
80    /// Sends the request and returns the response.
81    ///
82    /// If an error occurs, an `SdkError` will be returned with additional details that
83    /// can be matched against.
84    ///
85    /// By default, any retryable failures will be retried twice. Retry behavior
86    /// is configurable with the [RetryConfig](aws_smithy_types::retry::RetryConfig), which can be
87    /// set when configuring the client.
88    pub async fn send(
89        self,
90    ) -> ::std::result::Result<
91        crate::operation::create_game_session::CreateGameSessionOutput,
92        ::aws_smithy_runtime_api::client::result::SdkError<
93            crate::operation::create_game_session::CreateGameSessionError,
94            ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
95        >,
96    > {
97        let input = self
98            .inner
99            .build()
100            .map_err(::aws_smithy_runtime_api::client::result::SdkError::construction_failure)?;
101        let runtime_plugins = crate::operation::create_game_session::CreateGameSession::operation_runtime_plugins(
102            self.handle.runtime_plugins.clone(),
103            &self.handle.conf,
104            self.config_override,
105        );
106        crate::operation::create_game_session::CreateGameSession::orchestrate(&runtime_plugins, input).await
107    }
108
109    /// Consumes this builder, creating a customizable operation that can be modified before being sent.
110    pub fn customize(
111        self,
112    ) -> crate::client::customize::CustomizableOperation<
113        crate::operation::create_game_session::CreateGameSessionOutput,
114        crate::operation::create_game_session::CreateGameSessionError,
115        Self,
116    > {
117        crate::client::customize::CustomizableOperation::new(self)
118    }
119    pub(crate) fn config_override(mut self, config_override: impl ::std::convert::Into<crate::config::Builder>) -> Self {
120        self.set_config_override(::std::option::Option::Some(config_override.into()));
121        self
122    }
123
124    pub(crate) fn set_config_override(&mut self, config_override: ::std::option::Option<crate::config::Builder>) -> &mut Self {
125        self.config_override = config_override;
126        self
127    }
128    /// <p>A 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.</p>
129    pub fn fleet_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
130        self.inner = self.inner.fleet_id(input.into());
131        self
132    }
133    /// <p>A 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.</p>
134    pub fn set_fleet_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
135        self.inner = self.inner.set_fleet_id(input);
136        self
137    }
138    /// <p>A 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.</p>
139    pub fn get_fleet_id(&self) -> &::std::option::Option<::std::string::String> {
140        self.inner.get_fleet_id()
141    }
142    /// <p>A 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.</p>
143    pub fn alias_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
144        self.inner = self.inner.alias_id(input.into());
145        self
146    }
147    /// <p>A 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.</p>
148    pub fn set_alias_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
149        self.inner = self.inner.set_alias_id(input);
150        self
151    }
152    /// <p>A 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.</p>
153    pub fn get_alias_id(&self) -> &::std::option::Option<::std::string::String> {
154        self.inner.get_alias_id()
155    }
156    /// <p>The maximum number of players that can be connected simultaneously to the game session.</p>
157    pub fn maximum_player_session_count(mut self, input: i32) -> Self {
158        self.inner = self.inner.maximum_player_session_count(input);
159        self
160    }
161    /// <p>The maximum number of players that can be connected simultaneously to the game session.</p>
162    pub fn set_maximum_player_session_count(mut self, input: ::std::option::Option<i32>) -> Self {
163        self.inner = self.inner.set_maximum_player_session_count(input);
164        self
165    }
166    /// <p>The maximum number of players that can be connected simultaneously to the game session.</p>
167    pub fn get_maximum_player_session_count(&self) -> &::std::option::Option<i32> {
168        self.inner.get_maximum_player_session_count()
169    }
170    /// <p>A descriptive label that is associated with a game session. Session names do not need to be unique.</p>
171    pub fn name(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
172        self.inner = self.inner.name(input.into());
173        self
174    }
175    /// <p>A descriptive label that is associated with a game session. Session names do not need to be unique.</p>
176    pub fn set_name(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
177        self.inner = self.inner.set_name(input);
178        self
179    }
180    /// <p>A descriptive label that is associated with a game session. Session names do not need to be unique.</p>
181    pub fn get_name(&self) -> &::std::option::Option<::std::string::String> {
182        self.inner.get_name()
183    }
184    ///
185    /// Appends an item to `GameProperties`.
186    ///
187    /// To override the contents of this collection use [`set_game_properties`](Self::set_game_properties).
188    ///
189    /// <p>A set of key-value pairs that can store custom data in a game session. For example: <code>{"Key": "difficulty", "Value": "novice"}</code>. For an example, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties-create">Create a game session with custom properties</a>.</p>
190    pub fn game_properties(mut self, input: crate::types::GameProperty) -> Self {
191        self.inner = self.inner.game_properties(input);
192        self
193    }
194    /// <p>A set of key-value pairs that can store custom data in a game session. For example: <code>{"Key": "difficulty", "Value": "novice"}</code>. For an example, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties-create">Create a game session with custom properties</a>.</p>
195    pub fn set_game_properties(mut self, input: ::std::option::Option<::std::vec::Vec<crate::types::GameProperty>>) -> Self {
196        self.inner = self.inner.set_game_properties(input);
197        self
198    }
199    /// <p>A set of key-value pairs that can store custom data in a game session. For example: <code>{"Key": "difficulty", "Value": "novice"}</code>. For an example, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties-create">Create a game session with custom properties</a>.</p>
200    pub fn get_game_properties(&self) -> &::std::option::Option<::std::vec::Vec<crate::types::GameProperty>> {
201        self.inner.get_game_properties()
202    }
203    /// <p>A unique identifier for a player or entity creating the game session.</p>
204    /// <p>If you add a resource creation limit policy to a fleet, the <code>CreateGameSession</code> operation requires a <code>CreatorId</code>. Amazon GameLift Servers limits the number of game session creation requests with the same <code>CreatorId</code> in a specified time period.</p>
205    /// <p>If you your fleet doesn't have a resource creation limit policy and you provide a <code>CreatorId</code> in your <code>CreateGameSession</code> requests, Amazon GameLift Servers limits requests to one request per <code>CreatorId</code> per second.</p>
206    /// <p>To not limit <code>CreateGameSession</code> requests with the same <code>CreatorId</code>, don't provide a <code>CreatorId</code> in your <code>CreateGameSession</code> request.</p>
207    pub fn creator_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
208        self.inner = self.inner.creator_id(input.into());
209        self
210    }
211    /// <p>A unique identifier for a player or entity creating the game session.</p>
212    /// <p>If you add a resource creation limit policy to a fleet, the <code>CreateGameSession</code> operation requires a <code>CreatorId</code>. Amazon GameLift Servers limits the number of game session creation requests with the same <code>CreatorId</code> in a specified time period.</p>
213    /// <p>If you your fleet doesn't have a resource creation limit policy and you provide a <code>CreatorId</code> in your <code>CreateGameSession</code> requests, Amazon GameLift Servers limits requests to one request per <code>CreatorId</code> per second.</p>
214    /// <p>To not limit <code>CreateGameSession</code> requests with the same <code>CreatorId</code>, don't provide a <code>CreatorId</code> in your <code>CreateGameSession</code> request.</p>
215    pub fn set_creator_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
216        self.inner = self.inner.set_creator_id(input);
217        self
218    }
219    /// <p>A unique identifier for a player or entity creating the game session.</p>
220    /// <p>If you add a resource creation limit policy to a fleet, the <code>CreateGameSession</code> operation requires a <code>CreatorId</code>. Amazon GameLift Servers limits the number of game session creation requests with the same <code>CreatorId</code> in a specified time period.</p>
221    /// <p>If you your fleet doesn't have a resource creation limit policy and you provide a <code>CreatorId</code> in your <code>CreateGameSession</code> requests, Amazon GameLift Servers limits requests to one request per <code>CreatorId</code> per second.</p>
222    /// <p>To not limit <code>CreateGameSession</code> requests with the same <code>CreatorId</code>, don't provide a <code>CreatorId</code> in your <code>CreateGameSession</code> request.</p>
223    pub fn get_creator_id(&self) -> &::std::option::Option<::std::string::String> {
224        self.inner.get_creator_id()
225    }
226    /// <p><i>This parameter is deprecated. Use <code>IdempotencyToken</code> instead.</i></p>
227    /// <p>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.</p>
228    pub fn game_session_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
229        self.inner = self.inner.game_session_id(input.into());
230        self
231    }
232    /// <p><i>This parameter is deprecated. Use <code>IdempotencyToken</code> instead.</i></p>
233    /// <p>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.</p>
234    pub fn set_game_session_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
235        self.inner = self.inner.set_game_session_id(input);
236        self
237    }
238    /// <p><i>This parameter is deprecated. Use <code>IdempotencyToken</code> instead.</i></p>
239    /// <p>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.</p>
240    pub fn get_game_session_id(&self) -> &::std::option::Option<::std::string::String> {
241        self.inner.get_game_session_id()
242    }
243    /// <p>Custom 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 <code>GameSession</code> 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: <code>arn:aws:gamelift:<location>
244    /// ::gamesession/
245    /// <fleet id>
246    /// /
247    /// <custom id string or idempotency token></custom>
248    /// </fleet>
249    /// </location></code>. 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.</p>
250    pub fn idempotency_token(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
251        self.inner = self.inner.idempotency_token(input.into());
252        self
253    }
254    /// <p>Custom 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 <code>GameSession</code> 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: <code>arn:aws:gamelift:<location>
255    /// ::gamesession/
256    /// <fleet id>
257    /// /
258    /// <custom id string or idempotency token></custom>
259    /// </fleet>
260    /// </location></code>. 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.</p>
261    pub fn set_idempotency_token(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
262        self.inner = self.inner.set_idempotency_token(input);
263        self
264    }
265    /// <p>Custom 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 <code>GameSession</code> 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: <code>arn:aws:gamelift:<location>
266    /// ::gamesession/
267    /// <fleet id>
268    /// /
269    /// <custom id string or idempotency token></custom>
270    /// </fleet>
271    /// </location></code>. 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.</p>
272    pub fn get_idempotency_token(&self) -> &::std::option::Option<::std::string::String> {
273        self.inner.get_idempotency_token()
274    }
275    /// <p>A 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. For more information, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a game session</a>.</p>
276    pub fn game_session_data(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
277        self.inner = self.inner.game_session_data(input.into());
278        self
279    }
280    /// <p>A 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. For more information, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a game session</a>.</p>
281    pub fn set_game_session_data(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
282        self.inner = self.inner.set_game_session_data(input);
283        self
284    }
285    /// <p>A 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. For more information, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a game session</a>.</p>
286    pub fn get_game_session_data(&self) -> &::std::option::Option<::std::string::String> {
287        self.inner.get_game_session_data()
288    }
289    /// <p>A 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 <code>us-west-2</code>. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere fleet's custom location.</p>
290    pub fn location(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
291        self.inner = self.inner.location(input.into());
292        self
293    }
294    /// <p>A 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 <code>us-west-2</code>. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere fleet's custom location.</p>
295    pub fn set_location(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
296        self.inner = self.inner.set_location(input);
297        self
298    }
299    /// <p>A 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 <code>us-west-2</code>. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere fleet's custom location.</p>
300    pub fn get_location(&self) -> &::std::option::Option<::std::string::String> {
301        self.inner.get_location()
302    }
303}