aws_sdk_gamelift/operation/update_game_session/
builders.rs

1// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
2pub use crate::operation::update_game_session::_update_game_session_output::UpdateGameSessionOutputBuilder;
3
4pub use crate::operation::update_game_session::_update_game_session_input::UpdateGameSessionInputBuilder;
5
6impl crate::operation::update_game_session::builders::UpdateGameSessionInputBuilder {
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::update_game_session::UpdateGameSessionOutput,
13        ::aws_smithy_runtime_api::client::result::SdkError<
14            crate::operation::update_game_session::UpdateGameSessionError,
15            ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
16        >,
17    > {
18        let mut fluent_builder = client.update_game_session();
19        fluent_builder.inner = self;
20        fluent_builder.send().await
21    }
22}
23/// Fluent builder constructing a request to `UpdateGameSession`.
24///
25/// <p><b>This API works with the following fleet types:</b> EC2, Anywhere, Container</p>
26/// <p>Updates the mutable properties of a game session.</p>
27/// <p>To update a game session, specify the game session ID and the values you want to change.</p>
28/// <p>If successful, the updated <code>GameSession</code> object is returned.</p>
29/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a></p>
30#[derive(::std::clone::Clone, ::std::fmt::Debug)]
31pub struct UpdateGameSessionFluentBuilder {
32    handle: ::std::sync::Arc<crate::client::Handle>,
33    inner: crate::operation::update_game_session::builders::UpdateGameSessionInputBuilder,
34    config_override: ::std::option::Option<crate::config::Builder>,
35}
36impl
37    crate::client::customize::internal::CustomizableSend<
38        crate::operation::update_game_session::UpdateGameSessionOutput,
39        crate::operation::update_game_session::UpdateGameSessionError,
40    > for UpdateGameSessionFluentBuilder
41{
42    fn send(
43        self,
44        config_override: crate::config::Builder,
45    ) -> crate::client::customize::internal::BoxFuture<
46        crate::client::customize::internal::SendResult<
47            crate::operation::update_game_session::UpdateGameSessionOutput,
48            crate::operation::update_game_session::UpdateGameSessionError,
49        >,
50    > {
51        ::std::boxed::Box::pin(async move { self.config_override(config_override).send().await })
52    }
53}
54impl UpdateGameSessionFluentBuilder {
55    /// Creates a new `UpdateGameSessionFluentBuilder`.
56    pub(crate) fn new(handle: ::std::sync::Arc<crate::client::Handle>) -> Self {
57        Self {
58            handle,
59            inner: ::std::default::Default::default(),
60            config_override: ::std::option::Option::None,
61        }
62    }
63    /// Access the UpdateGameSession as a reference.
64    pub fn as_input(&self) -> &crate::operation::update_game_session::builders::UpdateGameSessionInputBuilder {
65        &self.inner
66    }
67    /// Sends the request and returns the response.
68    ///
69    /// If an error occurs, an `SdkError` will be returned with additional details that
70    /// can be matched against.
71    ///
72    /// By default, any retryable failures will be retried twice. Retry behavior
73    /// is configurable with the [RetryConfig](aws_smithy_types::retry::RetryConfig), which can be
74    /// set when configuring the client.
75    pub async fn send(
76        self,
77    ) -> ::std::result::Result<
78        crate::operation::update_game_session::UpdateGameSessionOutput,
79        ::aws_smithy_runtime_api::client::result::SdkError<
80            crate::operation::update_game_session::UpdateGameSessionError,
81            ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
82        >,
83    > {
84        let input = self
85            .inner
86            .build()
87            .map_err(::aws_smithy_runtime_api::client::result::SdkError::construction_failure)?;
88        let runtime_plugins = crate::operation::update_game_session::UpdateGameSession::operation_runtime_plugins(
89            self.handle.runtime_plugins.clone(),
90            &self.handle.conf,
91            self.config_override,
92        );
93        crate::operation::update_game_session::UpdateGameSession::orchestrate(&runtime_plugins, input).await
94    }
95
96    /// Consumes this builder, creating a customizable operation that can be modified before being sent.
97    pub fn customize(
98        self,
99    ) -> crate::client::customize::CustomizableOperation<
100        crate::operation::update_game_session::UpdateGameSessionOutput,
101        crate::operation::update_game_session::UpdateGameSessionError,
102        Self,
103    > {
104        crate::client::customize::CustomizableOperation::new(self)
105    }
106    pub(crate) fn config_override(mut self, config_override: impl ::std::convert::Into<crate::config::Builder>) -> Self {
107        self.set_config_override(::std::option::Option::Some(config_override.into()));
108        self
109    }
110
111    pub(crate) fn set_config_override(&mut self, config_override: ::std::option::Option<crate::config::Builder>) -> &mut Self {
112        self.config_override = config_override;
113        self
114    }
115    /// <p>A unique identifier for the game session to update.</p>
116    pub fn game_session_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
117        self.inner = self.inner.game_session_id(input.into());
118        self
119    }
120    /// <p>A unique identifier for the game session to update.</p>
121    pub fn set_game_session_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
122        self.inner = self.inner.set_game_session_id(input);
123        self
124    }
125    /// <p>A unique identifier for the game session to update.</p>
126    pub fn get_game_session_id(&self) -> &::std::option::Option<::std::string::String> {
127        self.inner.get_game_session_id()
128    }
129    /// <p>The maximum number of players that can be connected simultaneously to the game session.</p>
130    pub fn maximum_player_session_count(mut self, input: i32) -> Self {
131        self.inner = self.inner.maximum_player_session_count(input);
132        self
133    }
134    /// <p>The maximum number of players that can be connected simultaneously to the game session.</p>
135    pub fn set_maximum_player_session_count(mut self, input: ::std::option::Option<i32>) -> Self {
136        self.inner = self.inner.set_maximum_player_session_count(input);
137        self
138    }
139    /// <p>The maximum number of players that can be connected simultaneously to the game session.</p>
140    pub fn get_maximum_player_session_count(&self) -> &::std::option::Option<i32> {
141        self.inner.get_maximum_player_session_count()
142    }
143    /// <p>A descriptive label that is associated with a game session. Session names do not need to be unique.</p>
144    pub fn name(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
145        self.inner = self.inner.name(input.into());
146        self
147    }
148    /// <p>A descriptive label that is associated with a game session. Session names do not need to be unique.</p>
149    pub fn set_name(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
150        self.inner = self.inner.set_name(input);
151        self
152    }
153    /// <p>A descriptive label that is associated with a game session. Session names do not need to be unique.</p>
154    pub fn get_name(&self) -> &::std::option::Option<::std::string::String> {
155        self.inner.get_name()
156    }
157    /// <p>A policy that determines whether the game session is accepting new players.</p>
158    pub fn player_session_creation_policy(mut self, input: crate::types::PlayerSessionCreationPolicy) -> Self {
159        self.inner = self.inner.player_session_creation_policy(input);
160        self
161    }
162    /// <p>A policy that determines whether the game session is accepting new players.</p>
163    pub fn set_player_session_creation_policy(mut self, input: ::std::option::Option<crate::types::PlayerSessionCreationPolicy>) -> Self {
164        self.inner = self.inner.set_player_session_creation_policy(input);
165        self
166    }
167    /// <p>A policy that determines whether the game session is accepting new players.</p>
168    pub fn get_player_session_creation_policy(&self) -> &::std::option::Option<crate::types::PlayerSessionCreationPolicy> {
169        self.inner.get_player_session_creation_policy()
170    }
171    /// <p>Game session protection policy to apply to this game session only.</p>
172    /// <ul>
173    /// <li>
174    /// <p><code>NoProtection</code> -- The game session can be terminated during a scale-down event.</p></li>
175    /// <li>
176    /// <p><code>FullProtection</code> -- If the game session is in an <code>ACTIVE</code> status, it cannot be terminated during a scale-down event.</p></li>
177    /// </ul>
178    pub fn protection_policy(mut self, input: crate::types::ProtectionPolicy) -> Self {
179        self.inner = self.inner.protection_policy(input);
180        self
181    }
182    /// <p>Game session protection policy to apply to this game session only.</p>
183    /// <ul>
184    /// <li>
185    /// <p><code>NoProtection</code> -- The game session can be terminated during a scale-down event.</p></li>
186    /// <li>
187    /// <p><code>FullProtection</code> -- If the game session is in an <code>ACTIVE</code> status, it cannot be terminated during a scale-down event.</p></li>
188    /// </ul>
189    pub fn set_protection_policy(mut self, input: ::std::option::Option<crate::types::ProtectionPolicy>) -> Self {
190        self.inner = self.inner.set_protection_policy(input);
191        self
192    }
193    /// <p>Game session protection policy to apply to this game session only.</p>
194    /// <ul>
195    /// <li>
196    /// <p><code>NoProtection</code> -- The game session can be terminated during a scale-down event.</p></li>
197    /// <li>
198    /// <p><code>FullProtection</code> -- If the game session is in an <code>ACTIVE</code> status, it cannot be terminated during a scale-down event.</p></li>
199    /// </ul>
200    pub fn get_protection_policy(&self) -> &::std::option::Option<crate::types::ProtectionPolicy> {
201        self.inner.get_protection_policy()
202    }
203    ///
204    /// Appends an item to `GameProperties`.
205    ///
206    /// To override the contents of this collection use [`set_game_properties`](Self::set_game_properties).
207    ///
208    /// <p>A set of key-value pairs that can store custom data in a game session. For example: <code>{"Key": "difficulty", "Value": "novice"}</code>. You can use this parameter to modify game properties in an active game session. This action adds new properties and modifies existing properties. There is no way to delete properties. For an example, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties-update">Update the value of a game property</a>.</p>
209    pub fn game_properties(mut self, input: crate::types::GameProperty) -> Self {
210        self.inner = self.inner.game_properties(input);
211        self
212    }
213    /// <p>A set of key-value pairs that can store custom data in a game session. For example: <code>{"Key": "difficulty", "Value": "novice"}</code>. You can use this parameter to modify game properties in an active game session. This action adds new properties and modifies existing properties. There is no way to delete properties. For an example, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties-update">Update the value of a game property</a>.</p>
214    pub fn set_game_properties(mut self, input: ::std::option::Option<::std::vec::Vec<crate::types::GameProperty>>) -> Self {
215        self.inner = self.inner.set_game_properties(input);
216        self
217    }
218    /// <p>A set of key-value pairs that can store custom data in a game session. For example: <code>{"Key": "difficulty", "Value": "novice"}</code>. You can use this parameter to modify game properties in an active game session. This action adds new properties and modifies existing properties. There is no way to delete properties. For an example, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#game-properties-update">Update the value of a game property</a>.</p>
219    pub fn get_game_properties(&self) -> &::std::option::Option<::std::vec::Vec<crate::types::GameProperty>> {
220        self.inner.get_game_properties()
221    }
222}