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.
#[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,
            },
        )
    }
}