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_player_session::_create_player_session_output::CreatePlayerSessionOutputBuilder;

pub use crate::operation::create_player_session::_create_player_session_input::CreatePlayerSessionInputBuilder;

/// Fluent builder constructing a request to `CreatePlayerSession`.
///
/// <p>Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in <code>ACTIVE</code> status and has a player creation policy of <code>ACCEPT_ALL</code>. You can add a group of players to a game session with <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreatePlayerSessions.html">CreatePlayerSessions</a> . </p>
/// <p>To create a player session, specify a game session ID, player ID, and optionally a set of player data. </p>
/// <p>If successful, a slot is reserved in the game session for the player and a new <code>PlayerSessions</code> object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated. </p>
/// <p>The maximum number of players per game session is 200. It is not adjustable. </p>
/// <p> <b>Related actions</b> </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 CreatePlayerSessionFluentBuilder {
    handle: std::sync::Arc<crate::client::Handle>,
    inner: crate::operation::create_player_session::builders::CreatePlayerSessionInputBuilder,
}
impl CreatePlayerSessionFluentBuilder {
    /// Creates a new `CreatePlayerSession`.
    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_player_session::CreatePlayerSession,
            aws_http::retry::AwsResponseRetryClassifier,
        >,
        aws_smithy_http::result::SdkError<
            crate::operation::create_player_session::CreatePlayerSessionError,
        >,
    > {
        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_player_session::CreatePlayerSessionOutput,
        aws_smithy_http::result::SdkError<
            crate::operation::create_player_session::CreatePlayerSessionError,
        >,
    > {
        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 game session to add a player to.</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>A unique identifier for the game session to add a player to.</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>A unique identifier for a player. Player IDs are developer-defined.</p>
    pub fn player_id(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.player_id(input.into());
        self
    }
    /// <p>A unique identifier for a player. Player IDs are developer-defined.</p>
    pub fn set_player_id(mut self, input: std::option::Option<std::string::String>) -> Self {
        self.inner = self.inner.set_player_id(input);
        self
    }
    /// <p>Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.</p>
    pub fn player_data(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.player_data(input.into());
        self
    }
    /// <p>Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.</p>
    pub fn set_player_data(mut self, input: std::option::Option<std::string::String>) -> Self {
        self.inner = self.inner.set_player_data(input);
        self
    }
}