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.
pub use crate::operation::create_fleet::_create_fleet_output::CreateFleetOutputBuilder;

pub use crate::operation::create_fleet::_create_fleet_input::CreateFleetInputBuilder;

/// Fluent builder constructing a request to `CreateFleet`.
///
/// <p>Creates a fleet of Amazon Elastic Compute Cloud (Amazon Elastic Compute Cloud) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance.</p>
/// <p>Most GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following Amazon Web Services Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other GameLift Regions can deploy instances in the fleet's home Region only. All fleet instances use the same configuration regardless of location; however, you can adjust capacity settings and turn auto-scaling on/off for each location.</p>
/// <p>To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations.</p>
/// <p>If you need to debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create the development fleet with port 22/3389 open. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished. </p>
/// <p>If successful, this operation creates a new Fleet resource and places it in <code>NEW</code> status, which prompts GameLift to initiate the <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creation-workflow.html">fleet creation workflow</a>.</p>
/// <p> <b>Learn more</b> </p>
/// <p> <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up fleets</a> </p>
/// <p> <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation">Debug fleet creation issues</a> </p>
/// <p> <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Multi-location fleets</a> </p>
#[derive(std::clone::Clone, std::fmt::Debug)]
pub struct CreateFleetFluentBuilder {
    handle: std::sync::Arc<crate::client::Handle>,
    inner: crate::operation::create_fleet::builders::CreateFleetInputBuilder,
}
impl CreateFleetFluentBuilder {
    /// Creates a new `CreateFleet`.
    pub(crate) fn new(handle: std::sync::Arc<crate::client::Handle>) -> Self {
        Self {
            handle,
            inner: Default::default(),
        }
    }

    /// Consume this builder, creating a customizable operation that can be modified before being
    /// sent. The operation's inner [http::Request] can be modified as well.
    pub async fn customize(
        self,
    ) -> std::result::Result<
        crate::client::customize::CustomizableOperation<
            crate::operation::create_fleet::CreateFleet,
            aws_http::retry::AwsResponseRetryClassifier,
        >,
        aws_smithy_http::result::SdkError<crate::operation::create_fleet::CreateFleetError>,
    > {
        let handle = self.handle.clone();
        let operation = self
            .inner
            .build()
            .map_err(aws_smithy_http::result::SdkError::construction_failure)?
            .make_operation(&handle.conf)
            .await
            .map_err(aws_smithy_http::result::SdkError::construction_failure)?;
        Ok(crate::client::customize::CustomizableOperation { handle, operation })
    }

    /// Sends the request and returns the response.
    ///
    /// If an error occurs, an `SdkError` will be returned with additional details that
    /// can be matched against.
    ///
    /// By default, any retryable failures will be retried twice. Retry behavior
    /// is configurable with the [RetryConfig](aws_smithy_types::retry::RetryConfig), which can be
    /// set when configuring the client.
    pub async fn send(
        self,
    ) -> std::result::Result<
        crate::operation::create_fleet::CreateFleetOutput,
        aws_smithy_http::result::SdkError<crate::operation::create_fleet::CreateFleetError>,
    > {
        let op = self
            .inner
            .build()
            .map_err(aws_smithy_http::result::SdkError::construction_failure)?
            .make_operation(&self.handle.conf)
            .await
            .map_err(aws_smithy_http::result::SdkError::construction_failure)?;
        self.handle.client.call(op).await
    }
    /// <p>A descriptive label that is associated with a fleet. Fleet names do not need to be unique.</p>
    pub fn name(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.name(input.into());
        self
    }
    /// <p>A descriptive label that is associated with a fleet. Fleet names do not need to be unique.</p>
    pub fn set_name(mut self, input: std::option::Option<std::string::String>) -> Self {
        self.inner = self.inner.set_name(input);
        self
    }
    /// <p>A description for the fleet.</p>
    pub fn description(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.description(input.into());
        self
    }
    /// <p>A description for the fleet.</p>
    pub fn set_description(mut self, input: std::option::Option<std::string::String>) -> Self {
        self.inner = self.inner.set_description(input);
        self
    }
    /// <p>The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to GameLift and in <code>READY</code> status. This fleet property cannot be changed later.</p>
    pub fn build_id(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.build_id(input.into());
        self
    }
    /// <p>The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to GameLift and in <code>READY</code> status. This fleet property cannot be changed later.</p>
    pub fn set_build_id(mut self, input: std::option::Option<std::string::String>) -> Self {
        self.inner = self.inner.set_build_id(input);
        self
    }
    /// <p>The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to GameLift prior to creating the fleet. This fleet property cannot be changed later.</p>
    pub fn script_id(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.script_id(input.into());
        self
    }
    /// <p>The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to GameLift prior to creating the fleet. This fleet property cannot be changed later.</p>
    pub fn set_script_id(mut self, input: std::option::Option<std::string::String>) -> Self {
        self.inner = self.inner.set_script_id(input);
        self
    }
    /// <p> <b>This parameter is no longer used.</b> Specify a server launch path using the <code>RuntimeConfiguration</code> parameter. Requests that use this parameter instead continue to be valid.</p>
    pub fn server_launch_path(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.server_launch_path(input.into());
        self
    }
    /// <p> <b>This parameter is no longer used.</b> Specify a server launch path using the <code>RuntimeConfiguration</code> parameter. Requests that use this parameter instead continue to be valid.</p>
    pub fn set_server_launch_path(
        mut self,
        input: std::option::Option<std::string::String>,
    ) -> Self {
        self.inner = self.inner.set_server_launch_path(input);
        self
    }
    /// <p> <b>This parameter is no longer used.</b> Specify server launch parameters using the <code>RuntimeConfiguration</code> parameter. Requests that use this parameter instead continue to be valid.</p>
    pub fn server_launch_parameters(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.server_launch_parameters(input.into());
        self
    }
    /// <p> <b>This parameter is no longer used.</b> Specify server launch parameters using the <code>RuntimeConfiguration</code> parameter. Requests that use this parameter instead continue to be valid.</p>
    pub fn set_server_launch_parameters(
        mut self,
        input: std::option::Option<std::string::String>,
    ) -> Self {
        self.inner = self.inner.set_server_launch_parameters(input);
        self
    }
    /// Appends an item to `LogPaths`.
    ///
    /// To override the contents of this collection use [`set_log_paths`](Self::set_log_paths).
    ///
    /// <p> <b>This parameter is no longer used.</b> To specify where GameLift should store log files once a server process shuts down, use the GameLift server API <code>ProcessReady()</code> and specify one or more directory paths in <code>logParameters</code>. For more information, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-initialize">Initialize the server process</a> in the <i>GameLift Developer Guide</i>. </p>
    pub fn log_paths(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.log_paths(input.into());
        self
    }
    /// <p> <b>This parameter is no longer used.</b> To specify where GameLift should store log files once a server process shuts down, use the GameLift server API <code>ProcessReady()</code> and specify one or more directory paths in <code>logParameters</code>. For more information, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-initialize">Initialize the server process</a> in the <i>GameLift Developer Guide</i>. </p>
    pub fn set_log_paths(
        mut self,
        input: std::option::Option<std::vec::Vec<std::string::String>>,
    ) -> Self {
        self.inner = self.inner.set_log_paths(input);
        self
    }
    /// <p>The GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See <a href="http://aws.amazon.com/ec2/instance-types/">Amazon Elastic Compute Cloud Instance Types</a> for detailed descriptions of Amazon EC2 instance types.</p>
    pub fn ec2_instance_type(mut self, input: crate::types::Ec2InstanceType) -> Self {
        self.inner = self.inner.ec2_instance_type(input);
        self
    }
    /// <p>The GameLift-supported Amazon EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See <a href="http://aws.amazon.com/ec2/instance-types/">Amazon Elastic Compute Cloud Instance Types</a> for detailed descriptions of Amazon EC2 instance types.</p>
    pub fn set_ec2_instance_type(
        mut self,
        input: std::option::Option<crate::types::Ec2InstanceType>,
    ) -> Self {
        self.inner = self.inner.set_ec2_instance_type(input);
        self
    }
    /// Appends an item to `EC2InboundPermissions`.
    ///
    /// To override the contents of this collection use [`set_ec2_inbound_permissions`](Self::set_ec2_inbound_permissions).
    ///
    /// <p>The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges. </p>
    pub fn ec2_inbound_permissions(mut self, input: crate::types::IpPermission) -> Self {
        self.inner = self.inner.ec2_inbound_permissions(input);
        self
    }
    /// <p>The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges. </p>
    pub fn set_ec2_inbound_permissions(
        mut self,
        input: std::option::Option<std::vec::Vec<crate::types::IpPermission>>,
    ) -> Self {
        self.inner = self.inner.set_ec2_inbound_permissions(input);
        self
    }
    /// <p>The status of termination protection for active game sessions on the fleet. By default, this property is set to <code>NoProtection</code>. You can also set game session protection for an individual game session by calling <a href="gamelift/latest/apireference/API_UpdateGameSession.html">UpdateGameSession</a>.</p>
    /// <ul>
    /// <li> <p> <b>NoProtection</b> - Game sessions can be terminated during active gameplay as a result of a scale-down event. </p> </li>
    /// <li> <p> <b>FullProtection</b> - Game sessions in <code>ACTIVE</code> status cannot be terminated during a scale-down event.</p> </li>
    /// </ul>
    pub fn new_game_session_protection_policy(
        mut self,
        input: crate::types::ProtectionPolicy,
    ) -> Self {
        self.inner = self.inner.new_game_session_protection_policy(input);
        self
    }
    /// <p>The status of termination protection for active game sessions on the fleet. By default, this property is set to <code>NoProtection</code>. You can also set game session protection for an individual game session by calling <a href="gamelift/latest/apireference/API_UpdateGameSession.html">UpdateGameSession</a>.</p>
    /// <ul>
    /// <li> <p> <b>NoProtection</b> - Game sessions can be terminated during active gameplay as a result of a scale-down event. </p> </li>
    /// <li> <p> <b>FullProtection</b> - Game sessions in <code>ACTIVE</code> status cannot be terminated during a scale-down event.</p> </li>
    /// </ul>
    pub fn set_new_game_session_protection_policy(
        mut self,
        input: std::option::Option<crate::types::ProtectionPolicy>,
    ) -> Self {
        self.inner = self.inner.set_new_game_session_protection_policy(input);
        self
    }
    /// <p>Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration defines one or more server process configurations, each identifying a build executable or Realtime script file and the number of processes of that type to run concurrently. </p> <note>
    /// <p>The <code>RuntimeConfiguration</code> parameter is required unless the fleet is being configured using the older parameters <code>ServerLaunchPath</code> and <code>ServerLaunchParameters</code>, which are still supported for backward compatibility.</p>
    /// </note>
    pub fn runtime_configuration(mut self, input: crate::types::RuntimeConfiguration) -> Self {
        self.inner = self.inner.runtime_configuration(input);
        self
    }
    /// <p>Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration defines one or more server process configurations, each identifying a build executable or Realtime script file and the number of processes of that type to run concurrently. </p> <note>
    /// <p>The <code>RuntimeConfiguration</code> parameter is required unless the fleet is being configured using the older parameters <code>ServerLaunchPath</code> and <code>ServerLaunchParameters</code>, which are still supported for backward compatibility.</p>
    /// </note>
    pub fn set_runtime_configuration(
        mut self,
        input: std::option::Option<crate::types::RuntimeConfiguration>,
    ) -> Self {
        self.inner = self.inner.set_runtime_configuration(input);
        self
    }
    /// <p>A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.</p>
    pub fn resource_creation_limit_policy(
        mut self,
        input: crate::types::ResourceCreationLimitPolicy,
    ) -> Self {
        self.inner = self.inner.resource_creation_limit_policy(input);
        self
    }
    /// <p>A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.</p>
    pub fn set_resource_creation_limit_policy(
        mut self,
        input: std::option::Option<crate::types::ResourceCreationLimitPolicy>,
    ) -> Self {
        self.inner = self.inner.set_resource_creation_limit_policy(input);
        self
    }
    /// Appends an item to `MetricGroups`.
    ///
    /// To override the contents of this collection use [`set_metric_groups`](Self::set_metric_groups).
    ///
    /// <p>The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time. </p>
    pub fn metric_groups(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.metric_groups(input.into());
        self
    }
    /// <p>The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time. </p>
    pub fn set_metric_groups(
        mut self,
        input: std::option::Option<std::vec::Vec<std::string::String>>,
    ) -> Self {
        self.inner = self.inner.set_metric_groups(input);
        self
    }
    /// <p>Used when peering your GameLift fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings. </p>
    pub fn peer_vpc_aws_account_id(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.peer_vpc_aws_account_id(input.into());
        self
    }
    /// <p>Used when peering your GameLift fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings. </p>
    pub fn set_peer_vpc_aws_account_id(
        mut self,
        input: std::option::Option<std::string::String>,
    ) -> Self {
        self.inner = self.inner.set_peer_vpc_aws_account_id(input);
        self
    }
    /// <p>A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a> in the Amazon Web Services Management Console. Learn more about VPC peering in <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with GameLift Fleets</a>.</p>
    pub fn peer_vpc_id(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.peer_vpc_id(input.into());
        self
    }
    /// <p>A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a> in the Amazon Web Services Management Console. Learn more about VPC peering in <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with GameLift Fleets</a>.</p>
    pub fn set_peer_vpc_id(mut self, input: std::option::Option<std::string::String>) -> Self {
        self.inner = self.inner.set_peer_vpc_id(input);
        self
    }
    /// <p>Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to <code>ON_DEMAND</code>. Learn more about when to use <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot"> On-Demand versus Spot Instances</a>. This property cannot be changed after the fleet is created.</p>
    pub fn fleet_type(mut self, input: crate::types::FleetType) -> Self {
        self.inner = self.inner.fleet_type(input);
        self
    }
    /// <p>Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to <code>ON_DEMAND</code>. Learn more about when to use <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot"> On-Demand versus Spot Instances</a>. This property cannot be changed after the fleet is created.</p>
    pub fn set_fleet_type(mut self, input: std::option::Option<crate::types::FleetType>) -> Self {
        self.inner = self.inner.set_fleet_type(input);
        self
    }
    /// <p>A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html"> Access external resources from a game server</a>. This property cannot be changed after the fleet is created.</p>
    pub fn instance_role_arn(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.instance_role_arn(input.into());
        self
    }
    /// <p>A unique identifier for an IAM role that manages access to your Amazon Web Services services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> in the Amazon Web Services Management Console. Learn more about using on-box credentials for your game servers at <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html"> Access external resources from a game server</a>. This property cannot be changed after the fleet is created.</p>
    pub fn set_instance_role_arn(
        mut self,
        input: std::option::Option<std::string::String>,
    ) -> Self {
        self.inner = self.inner.set_instance_role_arn(input);
        self
    }
    /// <p>Prompts GameLift to generate a TLS/SSL certificate for the fleet. GameLift uses the certificates to encrypt traffic between game clients and the game servers running on GameLift. By default, the <code>CertificateConfiguration</code> is <code>DISABLED</code>. You can't change this property after you create the fleet. </p>
    /// <p>Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.</p> <note>
    /// <p>ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see <a href="https://docs.aws.amazon.com/acm/latest/userguide/acm-regions.html">Supported Regions</a> in the <i>Certificate Manager User Guide</i>.</p>
    /// </note>
    pub fn certificate_configuration(
        mut self,
        input: crate::types::CertificateConfiguration,
    ) -> Self {
        self.inner = self.inner.certificate_configuration(input);
        self
    }
    /// <p>Prompts GameLift to generate a TLS/SSL certificate for the fleet. GameLift uses the certificates to encrypt traffic between game clients and the game servers running on GameLift. By default, the <code>CertificateConfiguration</code> is <code>DISABLED</code>. You can't change this property after you create the fleet. </p>
    /// <p>Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.</p> <note>
    /// <p>ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see <a href="https://docs.aws.amazon.com/acm/latest/userguide/acm-regions.html">Supported Regions</a> in the <i>Certificate Manager User Guide</i>.</p>
    /// </note>
    pub fn set_certificate_configuration(
        mut self,
        input: std::option::Option<crate::types::CertificateConfiguration>,
    ) -> Self {
        self.inner = self.inner.set_certificate_configuration(input);
        self
    }
    /// Appends an item to `Locations`.
    ///
    /// To override the contents of this collection use [`set_locations`](Self::set_locations).
    ///
    /// <p>A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in Amazon Web Services Regions that support multiple locations. You can add any GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as <code>us-west-2</code>. To create a fleet with instances in the home Region only, omit this parameter. </p>
    pub fn locations(mut self, input: crate::types::LocationConfiguration) -> Self {
        self.inner = self.inner.locations(input);
        self
    }
    /// <p>A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in Amazon Web Services Regions that support multiple locations. You can add any GameLift-supported Amazon Web Services Region as a remote location, in the form of an Amazon Web Services Region code such as <code>us-west-2</code>. To create a fleet with instances in the home Region only, omit this parameter. </p>
    pub fn set_locations(
        mut self,
        input: std::option::Option<std::vec::Vec<crate::types::LocationConfiguration>>,
    ) -> Self {
        self.inner = self.inner.set_locations(input);
        self
    }
    /// Appends an item to `Tags`.
    ///
    /// To override the contents of this collection use [`set_tags`](Self::set_tags).
    ///
    /// <p>A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>.</p>
    pub fn tags(mut self, input: crate::types::Tag) -> Self {
        self.inner = self.inner.tags(input);
        self
    }
    /// <p>A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>.</p>
    pub fn set_tags(
        mut self,
        input: std::option::Option<std::vec::Vec<crate::types::Tag>>,
    ) -> Self {
        self.inner = self.inner.set_tags(input);
        self
    }
    /// <p>The type of compute resource used to host your game servers. You can use your own compute resources with GameLift Anywhere or use Amazon EC2 instances with managed GameLift.</p>
    pub fn compute_type(mut self, input: crate::types::ComputeType) -> Self {
        self.inner = self.inner.compute_type(input);
        self
    }
    /// <p>The type of compute resource used to host your game servers. You can use your own compute resources with GameLift Anywhere or use Amazon EC2 instances with managed GameLift.</p>
    pub fn set_compute_type(
        mut self,
        input: std::option::Option<crate::types::ComputeType>,
    ) -> Self {
        self.inner = self.inner.set_compute_type(input);
        self
    }
    /// <p>GameLift Anywhere configuration options.</p>
    pub fn anywhere_configuration(mut self, input: crate::types::AnywhereConfiguration) -> Self {
        self.inner = self.inner.anywhere_configuration(input);
        self
    }
    /// <p>GameLift Anywhere configuration options.</p>
    pub fn set_anywhere_configuration(
        mut self,
        input: std::option::Option<crate::types::AnywhereConfiguration>,
    ) -> Self {
        self.inner = self.inner.set_anywhere_configuration(input);
        self
    }
}