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_sessions::_describe_game_sessions_output::DescribeGameSessionsOutputBuilder;

pub use crate::operation::describe_game_sessions::_describe_game_sessions_input::DescribeGameSessionsInputBuilder;

/// Fluent builder constructing a request to `DescribeGameSessions`.
///
/// <p>Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status.</p>
/// <p>This operation can be used in the following ways: </p>
/// <ul>
/// <li> <p>To retrieve all game sessions that are currently running on all locations in a fleet, provide a fleet or alias ID, with an optional status filter. This approach returns all game sessions in the fleet's home Region and all remote locations.</p> </li>
/// <li> <p>To retrieve all game sessions that are currently running on a specific fleet location, provide a fleet or alias ID and a location name, with optional status filter. The location can be the fleet's home Region or any remote location.</p> </li>
/// <li> <p>To retrieve a specific game session, provide the game session ID. This approach looks for the game session ID in all fleets that reside in the Amazon Web Services Region defined in the request.</p> </li>
/// </ul>
/// <p>Use the pagination parameters to retrieve results as a set of sequential pages. </p>
/// <p>If successful, a <code>GameSession</code> object is returned for each game session that matches the request.</p>
/// <p>This operation is not designed to be continually called to track game session status. This practice can cause you to exceed your API limit, which results in errors. Instead, you must configure an Amazon Simple Notification Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously polling with <code>DescribeGameSessions</code> should only be used for games in development with low game session usage. </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-client-api.html#gamelift-sdk-client-api-find">Find 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 DescribeGameSessionsFluentBuilder {
    handle: std::sync::Arc<crate::client::Handle>,
    inner: crate::operation::describe_game_sessions::builders::DescribeGameSessionsInputBuilder,
}
impl DescribeGameSessionsFluentBuilder {
    /// Creates a new `DescribeGameSessions`.
    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_sessions::DescribeGameSessions,
            aws_http::retry::AwsResponseRetryClassifier,
        >,
        aws_smithy_http::result::SdkError<
            crate::operation::describe_game_sessions::DescribeGameSessionsError,
        >,
    > {
        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_sessions::DescribeGameSessionsOutput,
        aws_smithy_http::result::SdkError<
            crate::operation::describe_game_sessions::DescribeGameSessionsError,
        >,
    > {
        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
    }
    /// Create a paginator for this request
    ///
    /// Paginators are used by calling [`send().await`](crate::operation::describe_game_sessions::paginator::DescribeGameSessionsPaginator::send) which returns a `Stream`.
    pub fn into_paginator(
        self,
    ) -> crate::operation::describe_game_sessions::paginator::DescribeGameSessionsPaginator {
        crate::operation::describe_game_sessions::paginator::DescribeGameSessionsPaginator::new(
            self.handle,
            self.inner,
        )
    }
    /// <p>A unique identifier for the fleet to retrieve game sessions for. You can use either the fleet ID or ARN value. </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 retrieve game sessions for. You can use either the fleet ID or ARN value. </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 game session to retrieve. </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 retrieve. </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 the alias associated with the fleet to retrieve game sessions for. You can use either the alias ID or ARN value.</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 retrieve game sessions for. You can use either the alias ID or ARN value.</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>A fleet location to get game sessions for. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, 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 location to get game sessions for. You can specify a fleet's home Region or a remote location. Use the Amazon Web Services Region code format, 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
    }
    /// <p>Game session status to filter results on. You can filter on the following states: <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>, and <code>TERMINATING</code>. The last two are transitory and used for only very brief periods of time. </p>
    pub fn status_filter(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.status_filter(input.into());
        self
    }
    /// <p>Game session status to filter results on. You can filter on the following states: <code>ACTIVE</code>, <code>TERMINATED</code>, <code>ACTIVATING</code>, and <code>TERMINATING</code>. The last two are transitory and used for only very brief periods of time. </p>
    pub fn set_status_filter(mut self, input: std::option::Option<std::string::String>) -> Self {
        self.inner = self.inner.set_status_filter(input);
        self
    }
    /// <p>The maximum number of results to return. Use this parameter with <code>NextToken</code> to get results as a set of sequential pages.</p>
    pub fn limit(mut self, input: i32) -> Self {
        self.inner = self.inner.limit(input);
        self
    }
    /// <p>The maximum number of results to return. Use this parameter with <code>NextToken</code> to get results as a set of sequential pages.</p>
    pub fn set_limit(mut self, input: std::option::Option<i32>) -> Self {
        self.inner = self.inner.set_limit(input);
        self
    }
    /// <p>A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.</p>
    pub fn next_token(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.next_token(input.into());
        self
    }
    /// <p>A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.</p>
    pub fn set_next_token(mut self, input: std::option::Option<std::string::String>) -> Self {
        self.inner = self.inner.set_next_token(input);
        self
    }
}