// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
pub use crate::operation::create_game_session::_create_game_session_output::CreateGameSessionOutputBuilder;
pub use crate::operation::create_game_session::_create_game_session_input::CreateGameSessionInputBuilder;
/// Fluent builder constructing a request to `CreateGameSession`.
///
/// <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 GameLift game session placement feature with <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html">StartGameSessionPlacement</a> , which uses FleetIQ algorithms and queues to optimize the placement process.</p>
/// <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 fleet must be in <code>ACTIVE</code> status before a game session can be created in it. </p>
/// <p>This operation can be used in the following ways: </p>
/// <ul>
/// <li> <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>
/// <li> <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>
/// </ul>
/// <p>If successful, a workflow is initiated to start a new game session. A <code>GameSession</code> object is returned containing the game session configuration and status. When the status is <code>ACTIVE</code>, game session connection information is provided and player sessions can be created 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>
/// <p>Game session logs are retained for all active game sessions 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>
/// <p> <i>Available in Amazon GameLift Local.</i> </p>
/// <p> <b>Learn more</b> </p>
/// <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>
/// <p> <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a> </p>
#[derive(std::clone::Clone, std::fmt::Debug)]
pub struct CreateGameSessionFluentBuilder {
handle: std::sync::Arc<crate::client::Handle>,
inner: crate::operation::create_game_session::builders::CreateGameSessionInputBuilder,
}
impl CreateGameSessionFluentBuilder {
/// Creates a new `CreateGameSession`.
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_game_session::CreateGameSession,
aws_http::retry::AwsResponseRetryClassifier,
>,
aws_smithy_http::result::SdkError<
crate::operation::create_game_session::CreateGameSessionError,
>,
> {
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_game_session::CreateGameSessionOutput,
aws_smithy_http::result::SdkError<
crate::operation::create_game_session::CreateGameSessionError,
>,
> {
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 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>
pub fn fleet_id(mut self, input: impl Into<std::string::String>) -> Self {
self.inner = self.inner.fleet_id(input.into());
self
}
/// <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>
pub fn set_fleet_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.inner = self.inner.set_fleet_id(input);
self
}
/// <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>
pub fn alias_id(mut self, input: impl Into<std::string::String>) -> Self {
self.inner = self.inner.alias_id(input.into());
self
}
/// <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>
pub fn set_alias_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.inner = self.inner.set_alias_id(input);
self
}
/// <p>The maximum number of players that can be connected simultaneously to the game session.</p>
pub fn maximum_player_session_count(mut self, input: i32) -> Self {
self.inner = self.inner.maximum_player_session_count(input);
self
}
/// <p>The maximum number of players that can be connected simultaneously to the game session.</p>
pub fn set_maximum_player_session_count(mut self, input: std::option::Option<i32>) -> Self {
self.inner = self.inner.set_maximum_player_session_count(input);
self
}
/// <p>A descriptive label that is associated with a game session. Session 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 game session. Session 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
}
/// Appends an item to `GameProperties`.
///
/// To override the contents of this collection use [`set_game_properties`](Self::set_game_properties).
///
/// <p>A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (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>
pub fn game_properties(mut self, input: crate::types::GameProperty) -> Self {
self.inner = self.inner.game_properties(input);
self
}
/// <p>A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process with a request to start a new game session (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>
pub fn set_game_properties(
mut self,
input: std::option::Option<std::vec::Vec<crate::types::GameProperty>>,
) -> Self {
self.inner = self.inner.set_game_properties(input);
self
}
/// <p>A unique identifier for a player or entity creating the game session. This parameter is required when requesting a new game session on a fleet with a resource creation limit policy. This type of policy limits the number of concurrent active game sessions that one player can create within a certain time span. GameLift uses the CreatorId to evaluate the new request against the policy.</p>
pub fn creator_id(mut self, input: impl Into<std::string::String>) -> Self {
self.inner = self.inner.creator_id(input.into());
self
}
/// <p>A unique identifier for a player or entity creating the game session. This parameter is required when requesting a new game session on a fleet with a resource creation limit policy. This type of policy limits the number of concurrent active game sessions that one player can create within a certain time span. GameLift uses the CreatorId to evaluate the new request against the policy.</p>
pub fn set_creator_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.inner = self.inner.set_creator_id(input);
self
}
/// <p> <i>This parameter is deprecated. Use <code>IdempotencyToken</code> instead.</i> </p>
/// <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>
pub fn game_session_id(mut self, input: impl Into<std::string::String>) -> Self {
self.inner = self.inner.game_session_id(input.into());
self
}
/// <p> <i>This parameter is deprecated. Use <code>IdempotencyToken</code> instead.</i> </p>
/// <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>
pub fn set_game_session_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.inner = self.inner.set_game_session_id(input);
self
}
/// <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:
/// <region>
/// ::gamesession/
/// <fleet id>
/// /
/// <custom id string or idempotency token></custom>
/// </fleet>
/// </region></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>
pub fn idempotency_token(mut self, input: impl Into<std::string::String>) -> Self {
self.inner = self.inner.idempotency_token(input.into());
self
}
/// <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:
/// <region>
/// ::gamesession/
/// <fleet id>
/// /
/// <custom id string or idempotency token></custom>
/// </fleet>
/// </region></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>
pub fn set_idempotency_token(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.inner = self.inner.set_idempotency_token(input);
self
}
/// <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 (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>
pub fn game_session_data(mut self, input: impl Into<std::string::String>) -> Self {
self.inner = self.inner.game_session_data(input.into());
self
}
/// <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 (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>
pub fn set_game_session_data(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.inner = self.inner.set_game_session_data(input);
self
}
/// <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>. </p>
pub fn location(mut self, input: impl Into<std::string::String>) -> Self {
self.inner = self.inner.location(input.into());
self
}
/// <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>. </p>
pub fn set_location(mut self, input: std::option::Option<std::string::String>) -> Self {
self.inner = self.inner.set_location(input);
self
}
}