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_sessions::_create_player_sessions_output::CreatePlayerSessionsOutputBuilder;

pub use crate::operation::create_player_sessions::_create_player_sessions_input::CreatePlayerSessionsInputBuilder;

/// Fluent builder constructing a request to `CreatePlayerSessions`.
///
/// <p>Reserves open slots in a game session for a group of players. 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>. To add a single player to a game session, use <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreatePlayerSession.html">CreatePlayerSession</a> </p>
/// <p>To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID. </p>
/// <p>If successful, a slot is reserved in the game session for each player, and new <code>PlayerSession</code> objects are returned with player session IDs. Each player references their 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 CreatePlayerSessionsFluentBuilder {
    handle: std::sync::Arc<crate::client::Handle>,
    inner: crate::operation::create_player_sessions::builders::CreatePlayerSessionsInputBuilder,
}
impl CreatePlayerSessionsFluentBuilder {
    /// Creates a new `CreatePlayerSessions`.
    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_sessions::CreatePlayerSessions,
            aws_http::retry::AwsResponseRetryClassifier,
        >,
        aws_smithy_http::result::SdkError<
            crate::operation::create_player_sessions::CreatePlayerSessionsError,
        >,
    > {
        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_sessions::CreatePlayerSessionsOutput,
        aws_smithy_http::result::SdkError<
            crate::operation::create_player_sessions::CreatePlayerSessionsError,
        >,
    > {
        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 players 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 players 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
    }
    /// Appends an item to `PlayerIds`.
    ///
    /// To override the contents of this collection use [`set_player_ids`](Self::set_player_ids).
    ///
    /// <p>List of unique identifiers for the players to be added.</p>
    pub fn player_ids(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.player_ids(input.into());
        self
    }
    /// <p>List of unique identifiers for the players to be added.</p>
    pub fn set_player_ids(
        mut self,
        input: std::option::Option<std::vec::Vec<std::string::String>>,
    ) -> Self {
        self.inner = self.inner.set_player_ids(input);
        self
    }
    /// Adds a key-value pair to `PlayerDataMap`.
    ///
    /// To override the contents of this collection use [`set_player_data_map`](Self::set_player_data_map).
    ///
    /// <p>Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the <code>PlayerIds</code> parameter are ignored. </p>
    pub fn player_data_map(
        mut self,
        k: impl Into<std::string::String>,
        v: impl Into<std::string::String>,
    ) -> Self {
        self.inner = self.inner.player_data_map(k.into(), v.into());
        self
    }
    /// <p>Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the <code>PlayerIds</code> parameter are ignored. </p>
    pub fn set_player_data_map(
        mut self,
        input: std::option::Option<
            std::collections::HashMap<std::string::String, std::string::String>,
        >,
    ) -> Self {
        self.inner = self.inner.set_player_data_map(input);
        self
    }
}