aws_sdk_gamelift/operation/describe_player_sessions/
builders.rs

1// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
2pub use crate::operation::describe_player_sessions::_describe_player_sessions_output::DescribePlayerSessionsOutputBuilder;
3
4pub use crate::operation::describe_player_sessions::_describe_player_sessions_input::DescribePlayerSessionsInputBuilder;
5
6impl crate::operation::describe_player_sessions::builders::DescribePlayerSessionsInputBuilder {
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::describe_player_sessions::DescribePlayerSessionsOutput,
13        ::aws_smithy_runtime_api::client::result::SdkError<
14            crate::operation::describe_player_sessions::DescribePlayerSessionsError,
15            ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
16        >,
17    > {
18        let mut fluent_builder = client.describe_player_sessions();
19        fluent_builder.inner = self;
20        fluent_builder.send().await
21    }
22}
23/// Fluent builder constructing a request to `DescribePlayerSessions`.
24///
25/// <p><b>This API works with the following fleet types:</b> EC2, Anywhere, Container</p>
26/// <p>Retrieves properties for one or more player sessions.</p>
27/// <p>This action can be used in the following ways:</p>
28/// <ul>
29/// <li>
30/// <p>To retrieve a specific player session, provide the player session ID only.</p></li>
31/// <li>
32/// <p>To retrieve all player sessions in a game session, provide the game session ID only.</p></li>
33/// <li>
34/// <p>To retrieve all player sessions for a specific player, provide a player ID only.</p></li>
35/// </ul>
36/// <p>To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. If you provide a specific <code>PlayerSessionId</code> or <code>PlayerId</code>, Amazon GameLift Servers ignores the filter criteria. Use the pagination parameters to retrieve results as a set of sequential pages.</p>
37/// <p>If successful, a <code>PlayerSession</code> object is returned for each session that matches the request.</p>
38/// <p><b>Related actions</b></p>
39/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a></p>
40#[derive(::std::clone::Clone, ::std::fmt::Debug)]
41pub struct DescribePlayerSessionsFluentBuilder {
42    handle: ::std::sync::Arc<crate::client::Handle>,
43    inner: crate::operation::describe_player_sessions::builders::DescribePlayerSessionsInputBuilder,
44    config_override: ::std::option::Option<crate::config::Builder>,
45}
46impl
47    crate::client::customize::internal::CustomizableSend<
48        crate::operation::describe_player_sessions::DescribePlayerSessionsOutput,
49        crate::operation::describe_player_sessions::DescribePlayerSessionsError,
50    > for DescribePlayerSessionsFluentBuilder
51{
52    fn send(
53        self,
54        config_override: crate::config::Builder,
55    ) -> crate::client::customize::internal::BoxFuture<
56        crate::client::customize::internal::SendResult<
57            crate::operation::describe_player_sessions::DescribePlayerSessionsOutput,
58            crate::operation::describe_player_sessions::DescribePlayerSessionsError,
59        >,
60    > {
61        ::std::boxed::Box::pin(async move { self.config_override(config_override).send().await })
62    }
63}
64impl DescribePlayerSessionsFluentBuilder {
65    /// Creates a new `DescribePlayerSessionsFluentBuilder`.
66    pub(crate) fn new(handle: ::std::sync::Arc<crate::client::Handle>) -> Self {
67        Self {
68            handle,
69            inner: ::std::default::Default::default(),
70            config_override: ::std::option::Option::None,
71        }
72    }
73    /// Access the DescribePlayerSessions as a reference.
74    pub fn as_input(&self) -> &crate::operation::describe_player_sessions::builders::DescribePlayerSessionsInputBuilder {
75        &self.inner
76    }
77    /// Sends the request and returns the response.
78    ///
79    /// If an error occurs, an `SdkError` will be returned with additional details that
80    /// can be matched against.
81    ///
82    /// By default, any retryable failures will be retried twice. Retry behavior
83    /// is configurable with the [RetryConfig](aws_smithy_types::retry::RetryConfig), which can be
84    /// set when configuring the client.
85    pub async fn send(
86        self,
87    ) -> ::std::result::Result<
88        crate::operation::describe_player_sessions::DescribePlayerSessionsOutput,
89        ::aws_smithy_runtime_api::client::result::SdkError<
90            crate::operation::describe_player_sessions::DescribePlayerSessionsError,
91            ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
92        >,
93    > {
94        let input = self
95            .inner
96            .build()
97            .map_err(::aws_smithy_runtime_api::client::result::SdkError::construction_failure)?;
98        let runtime_plugins = crate::operation::describe_player_sessions::DescribePlayerSessions::operation_runtime_plugins(
99            self.handle.runtime_plugins.clone(),
100            &self.handle.conf,
101            self.config_override,
102        );
103        crate::operation::describe_player_sessions::DescribePlayerSessions::orchestrate(&runtime_plugins, input).await
104    }
105
106    /// Consumes this builder, creating a customizable operation that can be modified before being sent.
107    pub fn customize(
108        self,
109    ) -> crate::client::customize::CustomizableOperation<
110        crate::operation::describe_player_sessions::DescribePlayerSessionsOutput,
111        crate::operation::describe_player_sessions::DescribePlayerSessionsError,
112        Self,
113    > {
114        crate::client::customize::CustomizableOperation::new(self)
115    }
116    pub(crate) fn config_override(mut self, config_override: impl ::std::convert::Into<crate::config::Builder>) -> Self {
117        self.set_config_override(::std::option::Option::Some(config_override.into()));
118        self
119    }
120
121    pub(crate) fn set_config_override(&mut self, config_override: ::std::option::Option<crate::config::Builder>) -> &mut Self {
122        self.config_override = config_override;
123        self
124    }
125    /// Create a paginator for this request
126    ///
127    /// Paginators are used by calling [`send().await`](crate::operation::describe_player_sessions::paginator::DescribePlayerSessionsPaginator::send) which returns a [`PaginationStream`](aws_smithy_async::future::pagination_stream::PaginationStream).
128    pub fn into_paginator(self) -> crate::operation::describe_player_sessions::paginator::DescribePlayerSessionsPaginator {
129        crate::operation::describe_player_sessions::paginator::DescribePlayerSessionsPaginator::new(self.handle, self.inner)
130    }
131    /// <p>A unique identifier for the game session to retrieve player sessions for.</p>
132    pub fn game_session_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
133        self.inner = self.inner.game_session_id(input.into());
134        self
135    }
136    /// <p>A unique identifier for the game session to retrieve player sessions for.</p>
137    pub fn set_game_session_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
138        self.inner = self.inner.set_game_session_id(input);
139        self
140    }
141    /// <p>A unique identifier for the game session to retrieve player sessions for.</p>
142    pub fn get_game_session_id(&self) -> &::std::option::Option<::std::string::String> {
143        self.inner.get_game_session_id()
144    }
145    /// <p>A unique identifier for a player to retrieve player sessions for.</p>
146    pub fn player_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
147        self.inner = self.inner.player_id(input.into());
148        self
149    }
150    /// <p>A unique identifier for a player to retrieve player sessions for.</p>
151    pub fn set_player_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
152        self.inner = self.inner.set_player_id(input);
153        self
154    }
155    /// <p>A unique identifier for a player to retrieve player sessions for.</p>
156    pub fn get_player_id(&self) -> &::std::option::Option<::std::string::String> {
157        self.inner.get_player_id()
158    }
159    /// <p>A unique identifier for a player session to retrieve.</p>
160    pub fn player_session_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
161        self.inner = self.inner.player_session_id(input.into());
162        self
163    }
164    /// <p>A unique identifier for a player session to retrieve.</p>
165    pub fn set_player_session_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
166        self.inner = self.inner.set_player_session_id(input);
167        self
168    }
169    /// <p>A unique identifier for a player session to retrieve.</p>
170    pub fn get_player_session_id(&self) -> &::std::option::Option<::std::string::String> {
171        self.inner.get_player_session_id()
172    }
173    /// <p>Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.</p>
174    /// <p>Possible player session statuses include the following:</p>
175    /// <ul>
176    /// <li>
177    /// <p><b>RESERVED</b> -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.</p></li>
178    /// <li>
179    /// <p><b>ACTIVE</b> -- The player has been validated by the server process and is currently connected.</p></li>
180    /// <li>
181    /// <p><b>COMPLETED</b> -- The player connection has been dropped.</p></li>
182    /// <li>
183    /// <p><b>TIMEDOUT</b> -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).</p></li>
184    /// </ul>
185    pub fn player_session_status_filter(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
186        self.inner = self.inner.player_session_status_filter(input.into());
187        self
188    }
189    /// <p>Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.</p>
190    /// <p>Possible player session statuses include the following:</p>
191    /// <ul>
192    /// <li>
193    /// <p><b>RESERVED</b> -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.</p></li>
194    /// <li>
195    /// <p><b>ACTIVE</b> -- The player has been validated by the server process and is currently connected.</p></li>
196    /// <li>
197    /// <p><b>COMPLETED</b> -- The player connection has been dropped.</p></li>
198    /// <li>
199    /// <p><b>TIMEDOUT</b> -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).</p></li>
200    /// </ul>
201    pub fn set_player_session_status_filter(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
202        self.inner = self.inner.set_player_session_status_filter(input);
203        self
204    }
205    /// <p>Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.</p>
206    /// <p>Possible player session statuses include the following:</p>
207    /// <ul>
208    /// <li>
209    /// <p><b>RESERVED</b> -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.</p></li>
210    /// <li>
211    /// <p><b>ACTIVE</b> -- The player has been validated by the server process and is currently connected.</p></li>
212    /// <li>
213    /// <p><b>COMPLETED</b> -- The player connection has been dropped.</p></li>
214    /// <li>
215    /// <p><b>TIMEDOUT</b> -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).</p></li>
216    /// </ul>
217    pub fn get_player_session_status_filter(&self) -> &::std::option::Option<::std::string::String> {
218        self.inner.get_player_session_status_filter()
219    }
220    /// <p>The maximum number of results to return. Use this parameter with <code>NextToken</code> to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.</p>
221    pub fn limit(mut self, input: i32) -> Self {
222        self.inner = self.inner.limit(input);
223        self
224    }
225    /// <p>The maximum number of results to return. Use this parameter with <code>NextToken</code> to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.</p>
226    pub fn set_limit(mut self, input: ::std::option::Option<i32>) -> Self {
227        self.inner = self.inner.set_limit(input);
228        self
229    }
230    /// <p>The maximum number of results to return. Use this parameter with <code>NextToken</code> to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.</p>
231    pub fn get_limit(&self) -> &::std::option::Option<i32> {
232        self.inner.get_limit()
233    }
234    /// <p>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. If a player session ID is specified, this parameter is ignored.</p>
235    pub fn next_token(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
236        self.inner = self.inner.next_token(input.into());
237        self
238    }
239    /// <p>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. If a player session ID is specified, this parameter is ignored.</p>
240    pub fn set_next_token(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
241        self.inner = self.inner.set_next_token(input);
242        self
243    }
244    /// <p>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. If a player session ID is specified, this parameter is ignored.</p>
245    pub fn get_next_token(&self) -> &::std::option::Option<::std::string::String> {
246        self.inner.get_next_token()
247    }
248}