aws-sdk-gamelift 0.26.0

AWS SDK for Amazon GameLift
Documentation
// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct ClaimGameServerInput {
    /// <p>A unique identifier for the game server group where the game server is running. If you are not specifying a game server to claim, this value identifies where you want GameLift FleetIQ to look for an available game server to claim. </p>
    #[doc(hidden)]
    pub game_server_group_name: std::option::Option<std::string::String>,
    /// <p>A custom string that uniquely identifies the game server to claim. If this parameter is left empty, GameLift FleetIQ searches for an available game server in the specified game server group.</p>
    #[doc(hidden)]
    pub game_server_id: std::option::Option<std::string::String>,
    /// <p>A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers. </p>
    #[doc(hidden)]
    pub game_server_data: std::option::Option<std::string::String>,
}
impl ClaimGameServerInput {
    /// <p>A unique identifier for the game server group where the game server is running. If you are not specifying a game server to claim, this value identifies where you want GameLift FleetIQ to look for an available game server to claim. </p>
    pub fn game_server_group_name(&self) -> std::option::Option<&str> {
        self.game_server_group_name.as_deref()
    }
    /// <p>A custom string that uniquely identifies the game server to claim. If this parameter is left empty, GameLift FleetIQ searches for an available game server in the specified game server group.</p>
    pub fn game_server_id(&self) -> std::option::Option<&str> {
        self.game_server_id.as_deref()
    }
    /// <p>A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers. </p>
    pub fn game_server_data(&self) -> std::option::Option<&str> {
        self.game_server_data.as_deref()
    }
}
impl ClaimGameServerInput {
    /// Creates a new builder-style object to manufacture [`ClaimGameServerInput`](crate::operation::claim_game_server::ClaimGameServerInput).
    pub fn builder() -> crate::operation::claim_game_server::builders::ClaimGameServerInputBuilder {
        crate::operation::claim_game_server::builders::ClaimGameServerInputBuilder::default()
    }
}

/// A builder for [`ClaimGameServerInput`](crate::operation::claim_game_server::ClaimGameServerInput).
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq, std::default::Default, std::fmt::Debug)]
pub struct ClaimGameServerInputBuilder {
    pub(crate) game_server_group_name: std::option::Option<std::string::String>,
    pub(crate) game_server_id: std::option::Option<std::string::String>,
    pub(crate) game_server_data: std::option::Option<std::string::String>,
}
impl ClaimGameServerInputBuilder {
    /// <p>A unique identifier for the game server group where the game server is running. If you are not specifying a game server to claim, this value identifies where you want GameLift FleetIQ to look for an available game server to claim. </p>
    pub fn game_server_group_name(mut self, input: impl Into<std::string::String>) -> Self {
        self.game_server_group_name = Some(input.into());
        self
    }
    /// <p>A unique identifier for the game server group where the game server is running. If you are not specifying a game server to claim, this value identifies where you want GameLift FleetIQ to look for an available game server to claim. </p>
    pub fn set_game_server_group_name(
        mut self,
        input: std::option::Option<std::string::String>,
    ) -> Self {
        self.game_server_group_name = input;
        self
    }
    /// <p>A custom string that uniquely identifies the game server to claim. If this parameter is left empty, GameLift FleetIQ searches for an available game server in the specified game server group.</p>
    pub fn game_server_id(mut self, input: impl Into<std::string::String>) -> Self {
        self.game_server_id = Some(input.into());
        self
    }
    /// <p>A custom string that uniquely identifies the game server to claim. If this parameter is left empty, GameLift FleetIQ searches for an available game server in the specified game server group.</p>
    pub fn set_game_server_id(mut self, input: std::option::Option<std::string::String>) -> Self {
        self.game_server_id = input;
        self
    }
    /// <p>A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers. </p>
    pub fn game_server_data(mut self, input: impl Into<std::string::String>) -> Self {
        self.game_server_data = Some(input.into());
        self
    }
    /// <p>A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers. </p>
    pub fn set_game_server_data(mut self, input: std::option::Option<std::string::String>) -> Self {
        self.game_server_data = input;
        self
    }
    /// Consumes the builder and constructs a [`ClaimGameServerInput`](crate::operation::claim_game_server::ClaimGameServerInput).
    pub fn build(
        self,
    ) -> Result<
        crate::operation::claim_game_server::ClaimGameServerInput,
        aws_smithy_http::operation::error::BuildError,
    > {
        Ok(crate::operation::claim_game_server::ClaimGameServerInput {
            game_server_group_name: self.game_server_group_name,
            game_server_id: self.game_server_id,
            game_server_data: self.game_server_data,
        })
    }
}