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::describe_game_server_group::_describe_game_server_group_output::DescribeGameServerGroupOutputBuilder;

pub use crate::operation::describe_game_server_group::_describe_game_server_group_input::DescribeGameServerGroupInputBuilder;

/// Fluent builder constructing a request to `DescribeGameServerGroup`.
///
/// <p> <b>This operation is used with the GameLift FleetIQ solution and game server groups.</b> </p>
/// <p>Retrieves information on a game server group. This operation returns only properties related to GameLift FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly.</p>
/// <p>To get attributes for a game server group, provide a group name or ARN value. If successful, a <code>GameServerGroup</code> object is returned.</p>
/// <p> <b>Learn more</b> </p>
/// <p> <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html">GameLift FleetIQ Guide</a> </p>
#[derive(std::clone::Clone, std::fmt::Debug)]
pub struct DescribeGameServerGroupFluentBuilder {
    handle: std::sync::Arc<crate::client::Handle>,
    inner:
        crate::operation::describe_game_server_group::builders::DescribeGameServerGroupInputBuilder,
}
impl DescribeGameServerGroupFluentBuilder {
    /// Creates a new `DescribeGameServerGroup`.
    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::describe_game_server_group::DescribeGameServerGroup,
            aws_http::retry::AwsResponseRetryClassifier,
        >,
        aws_smithy_http::result::SdkError<
            crate::operation::describe_game_server_group::DescribeGameServerGroupError,
        >,
    > {
        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::describe_game_server_group::DescribeGameServerGroupOutput,
        aws_smithy_http::result::SdkError<
            crate::operation::describe_game_server_group::DescribeGameServerGroupError,
        >,
    > {
        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 server group. Use either the name or ARN value.</p>
    pub fn game_server_group_name(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.game_server_group_name(input.into());
        self
    }
    /// <p>A unique identifier for the game server group. Use either the name or ARN value.</p>
    pub fn set_game_server_group_name(
        mut self,
        input: std::option::Option<std::string::String>,
    ) -> Self {
        self.inner = self.inner.set_game_server_group_name(input);
        self
    }
}