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}