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// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct DescribePlayerSessionsInput {
/// <p>A unique identifier for the game session to retrieve player sessions for.</p>
#[doc(hidden)]
pub game_session_id: std::option::Option<std::string::String>,
/// <p>A unique identifier for a player to retrieve player sessions for.</p>
#[doc(hidden)]
pub player_id: std::option::Option<std::string::String>,
/// <p>A unique identifier for a player session to retrieve.</p>
#[doc(hidden)]
pub player_session_id: std::option::Option<std::string::String>,
/// <p>Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.</p>
/// <p>Possible player session statuses include the following:</p>
/// <ul>
/// <li> <p> <b>RESERVED</b> -- The player session request has been received, but the player has not yet connected to the server process and/or been validated. </p> </li>
/// <li> <p> <b>ACTIVE</b> -- The player has been validated by the server process and is currently connected.</p> </li>
/// <li> <p> <b>COMPLETED</b> -- The player connection has been dropped.</p> </li>
/// <li> <p> <b>TIMEDOUT</b> -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).</p> </li>
/// </ul>
#[doc(hidden)]
pub player_session_status_filter: std::option::Option<std::string::String>,
/// <p>The maximum number of results to return. Use this parameter with <code>NextToken</code> to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.</p>
#[doc(hidden)]
pub limit: std::option::Option<i32>,
/// <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. If a player session ID is specified, this parameter is ignored.</p>
#[doc(hidden)]
pub next_token: std::option::Option<std::string::String>,
}
impl DescribePlayerSessionsInput {
/// <p>A unique identifier for the game session to retrieve player sessions for.</p>
pub fn game_session_id(&self) -> std::option::Option<&str> {
self.game_session_id.as_deref()
}
/// <p>A unique identifier for a player to retrieve player sessions for.</p>
pub fn player_id(&self) -> std::option::Option<&str> {
self.player_id.as_deref()
}
/// <p>A unique identifier for a player session to retrieve.</p>
pub fn player_session_id(&self) -> std::option::Option<&str> {
self.player_session_id.as_deref()
}
/// <p>Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.</p>
/// <p>Possible player session statuses include the following:</p>
/// <ul>
/// <li> <p> <b>RESERVED</b> -- The player session request has been received, but the player has not yet connected to the server process and/or been validated. </p> </li>
/// <li> <p> <b>ACTIVE</b> -- The player has been validated by the server process and is currently connected.</p> </li>
/// <li> <p> <b>COMPLETED</b> -- The player connection has been dropped.</p> </li>
/// <li> <p> <b>TIMEDOUT</b> -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).</p> </li>
/// </ul>
pub fn player_session_status_filter(&self) -> std::option::Option<&str> {
self.player_session_status_filter.as_deref()
}
/// <p>The maximum number of results to return. Use this parameter with <code>NextToken</code> to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.</p>
pub fn limit(&self) -> std::option::Option<i32> {
self.limit
}
/// <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. If a player session ID is specified, this parameter is ignored.</p>
pub fn next_token(&self) -> std::option::Option<&str> {
self.next_token.as_deref()
}
}
impl DescribePlayerSessionsInput {
/// Creates a new builder-style object to manufacture [`DescribePlayerSessionsInput`](crate::operation::describe_player_sessions::DescribePlayerSessionsInput).
pub fn builder(
) -> crate::operation::describe_player_sessions::builders::DescribePlayerSessionsInputBuilder
{
crate::operation::describe_player_sessions::builders::DescribePlayerSessionsInputBuilder::default()
}
}
/// A builder for [`DescribePlayerSessionsInput`](crate::operation::describe_player_sessions::DescribePlayerSessionsInput).
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq, std::default::Default, std::fmt::Debug)]
pub struct DescribePlayerSessionsInputBuilder {
pub(crate) game_session_id: std::option::Option<std::string::String>,
pub(crate) player_id: std::option::Option<std::string::String>,
pub(crate) player_session_id: std::option::Option<std::string::String>,
pub(crate) player_session_status_filter: std::option::Option<std::string::String>,
pub(crate) limit: std::option::Option<i32>,
pub(crate) next_token: std::option::Option<std::string::String>,
}
impl DescribePlayerSessionsInputBuilder {
/// <p>A unique identifier for the game session to retrieve player sessions for.</p>
pub fn game_session_id(mut self, input: impl Into<std::string::String>) -> Self {
self.game_session_id = Some(input.into());
self
}
/// <p>A unique identifier for the game session to retrieve player sessions for.</p>
pub fn set_game_session_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.game_session_id = input;
self
}
/// <p>A unique identifier for a player to retrieve player sessions for.</p>
pub fn player_id(mut self, input: impl Into<std::string::String>) -> Self {
self.player_id = Some(input.into());
self
}
/// <p>A unique identifier for a player to retrieve player sessions for.</p>
pub fn set_player_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.player_id = input;
self
}
/// <p>A unique identifier for a player session to retrieve.</p>
pub fn player_session_id(mut self, input: impl Into<std::string::String>) -> Self {
self.player_session_id = Some(input.into());
self
}
/// <p>A unique identifier for a player session to retrieve.</p>
pub fn set_player_session_id(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.player_session_id = input;
self
}
/// <p>Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.</p>
/// <p>Possible player session statuses include the following:</p>
/// <ul>
/// <li> <p> <b>RESERVED</b> -- The player session request has been received, but the player has not yet connected to the server process and/or been validated. </p> </li>
/// <li> <p> <b>ACTIVE</b> -- The player has been validated by the server process and is currently connected.</p> </li>
/// <li> <p> <b>COMPLETED</b> -- The player connection has been dropped.</p> </li>
/// <li> <p> <b>TIMEDOUT</b> -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).</p> </li>
/// </ul>
pub fn player_session_status_filter(mut self, input: impl Into<std::string::String>) -> Self {
self.player_session_status_filter = Some(input.into());
self
}
/// <p>Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.</p>
/// <p>Possible player session statuses include the following:</p>
/// <ul>
/// <li> <p> <b>RESERVED</b> -- The player session request has been received, but the player has not yet connected to the server process and/or been validated. </p> </li>
/// <li> <p> <b>ACTIVE</b> -- The player has been validated by the server process and is currently connected.</p> </li>
/// <li> <p> <b>COMPLETED</b> -- The player connection has been dropped.</p> </li>
/// <li> <p> <b>TIMEDOUT</b> -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).</p> </li>
/// </ul>
pub fn set_player_session_status_filter(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.player_session_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. If a player session ID is specified, this parameter is ignored.</p>
pub fn limit(mut self, input: i32) -> Self {
self.limit = Some(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. If a player session ID is specified, this parameter is ignored.</p>
pub fn set_limit(mut self, input: std::option::Option<i32>) -> Self {
self.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. If a player session ID is specified, this parameter is ignored.</p>
pub fn next_token(mut self, input: impl Into<std::string::String>) -> Self {
self.next_token = Some(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. If a player session ID is specified, this parameter is ignored.</p>
pub fn set_next_token(mut self, input: std::option::Option<std::string::String>) -> Self {
self.next_token = input;
self
}
/// Consumes the builder and constructs a [`DescribePlayerSessionsInput`](crate::operation::describe_player_sessions::DescribePlayerSessionsInput).
pub fn build(
self,
) -> Result<
crate::operation::describe_player_sessions::DescribePlayerSessionsInput,
aws_smithy_http::operation::error::BuildError,
> {
Ok(
crate::operation::describe_player_sessions::DescribePlayerSessionsInput {
game_session_id: self.game_session_id,
player_id: self.player_id,
player_session_id: self.player_session_id,
player_session_status_filter: self.player_session_status_filter,
limit: self.limit,
next_token: self.next_token,
},
)
}
}