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::update_runtime_configuration::_update_runtime_configuration_output::UpdateRuntimeConfigurationOutputBuilder;

pub use crate::operation::update_runtime_configuration::_update_runtime_configuration_input::UpdateRuntimeConfigurationInputBuilder;

/// Fluent builder constructing a request to `UpdateRuntimeConfiguration`.
///
/// <p>Updates the current runtime configuration for the specified fleet, which tells GameLift how to launch server processes on all instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in <code>ACTIVE</code> status.</p>
/// <p>To update runtime configuration, specify the fleet ID and provide a <code>RuntimeConfiguration</code> with an updated set of server process configurations.</p>
/// <p>If successful, the fleet's runtime configuration settings are updated. Each instance in the fleet regularly checks for and retrieves updated runtime configurations. Instances immediately begin complying with the new configuration by launching new server processes or not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes.</p>
/// <p> <b>Learn more</b> </p>
/// <p> <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up GameLift fleets</a> </p>
#[derive(std::clone::Clone, std::fmt::Debug)]
pub struct UpdateRuntimeConfigurationFluentBuilder {
                handle: std::sync::Arc<crate::client::Handle>,
                inner: crate::operation::update_runtime_configuration::builders::UpdateRuntimeConfigurationInputBuilder
            }
impl UpdateRuntimeConfigurationFluentBuilder {
    /// Creates a new `UpdateRuntimeConfiguration`.
    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::update_runtime_configuration::UpdateRuntimeConfiguration,
            aws_http::retry::AwsResponseRetryClassifier,
        >,
        aws_smithy_http::result::SdkError<
            crate::operation::update_runtime_configuration::UpdateRuntimeConfigurationError,
        >,
    > {
        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::update_runtime_configuration::UpdateRuntimeConfigurationOutput,
        aws_smithy_http::result::SdkError<
            crate::operation::update_runtime_configuration::UpdateRuntimeConfigurationError,
        >,
    > {
        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 fleet to update runtime configuration 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 update runtime configuration 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>Instructions for alaunching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime Servers script. The runtime configuration lists the types of server processes to run on an instance, how to launch them, and the number of processes to run concurrently.</p>
    pub fn runtime_configuration(mut self, input: crate::types::RuntimeConfiguration) -> Self {
        self.inner = self.inner.runtime_configuration(input);
        self
    }
    /// <p>Instructions for alaunching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime Servers script. The runtime configuration lists the types of server processes to run on an instance, how to launch them, and the number of processes to run concurrently.</p>
    pub fn set_runtime_configuration(
        mut self,
        input: std::option::Option<crate::types::RuntimeConfiguration>,
    ) -> Self {
        self.inner = self.inner.set_runtime_configuration(input);
        self
    }
}