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// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
/// <p>Properties describing a Realtime script.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>CreateScript</a> |
/// <a>ListScripts</a> |
/// <a>DescribeScript</a> |
/// <a>UpdateScript</a> |
/// <a>DeleteScript</a> |
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct Script {
/// <p>A unique identifier for the Realtime script</p>
pub script_id: std::option::Option<std::string::String>,
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the
/// <i>ScriptId</i> value.</p>
pub script_arn: std::option::Option<std::string::String>,
/// <p>A descriptive label that is associated with a script. Script names do not need to be unique.</p>
pub name: std::option::Option<std::string::String>,
/// <p>Version information that is associated with a build or script. Version strings do not need to be unique.</p>
pub version: std::option::Option<std::string::String>,
/// <p>The file size of the uploaded Realtime script, expressed in bytes. When files are
/// uploaded from an S3 location, this value remains at "0".</p>
pub size_on_disk: std::option::Option<i64>,
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub creation_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>The location in Amazon S3 where build or script files are stored for access by Amazon GameLift. This
/// location is specified in <a>CreateBuild</a>, <a>CreateScript</a>,
/// and <a>UpdateScript</a> requests. </p>
pub storage_location: std::option::Option<crate::model::S3Location>,
}
impl Script {
/// <p>A unique identifier for the Realtime script</p>
pub fn script_id(&self) -> std::option::Option<&str> {
self.script_id.as_deref()
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the
/// <i>ScriptId</i> value.</p>
pub fn script_arn(&self) -> std::option::Option<&str> {
self.script_arn.as_deref()
}
/// <p>A descriptive label that is associated with a script. Script names do not need to be unique.</p>
pub fn name(&self) -> std::option::Option<&str> {
self.name.as_deref()
}
/// <p>Version information that is associated with a build or script. Version strings do not need to be unique.</p>
pub fn version(&self) -> std::option::Option<&str> {
self.version.as_deref()
}
/// <p>The file size of the uploaded Realtime script, expressed in bytes. When files are
/// uploaded from an S3 location, this value remains at "0".</p>
pub fn size_on_disk(&self) -> std::option::Option<i64> {
self.size_on_disk
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.creation_time.as_ref()
}
/// <p>The location in Amazon S3 where build or script files are stored for access by Amazon GameLift. This
/// location is specified in <a>CreateBuild</a>, <a>CreateScript</a>,
/// and <a>UpdateScript</a> requests. </p>
pub fn storage_location(&self) -> std::option::Option<&crate::model::S3Location> {
self.storage_location.as_ref()
}
}
impl std::fmt::Debug for Script {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("Script");
formatter.field("script_id", &self.script_id);
formatter.field("script_arn", &self.script_arn);
formatter.field("name", &self.name);
formatter.field("version", &self.version);
formatter.field("size_on_disk", &self.size_on_disk);
formatter.field("creation_time", &self.creation_time);
formatter.field("storage_location", &self.storage_location);
formatter.finish()
}
}
/// See [`Script`](crate::model::Script)
pub mod script {
/// A builder for [`Script`](crate::model::Script)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) script_id: std::option::Option<std::string::String>,
pub(crate) script_arn: std::option::Option<std::string::String>,
pub(crate) name: std::option::Option<std::string::String>,
pub(crate) version: std::option::Option<std::string::String>,
pub(crate) size_on_disk: std::option::Option<i64>,
pub(crate) creation_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) storage_location: std::option::Option<crate::model::S3Location>,
}
impl Builder {
/// <p>A unique identifier for the Realtime script</p>
pub fn script_id(mut self, input: impl Into<std::string::String>) -> Self {
self.script_id = Some(input.into());
self
}
/// <p>A unique identifier for the Realtime script</p>
pub fn set_script_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.script_id = input;
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the
/// <i>ScriptId</i> value.</p>
pub fn script_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.script_arn = Some(input.into());
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the
/// <i>ScriptId</i> value.</p>
pub fn set_script_arn(mut self, input: std::option::Option<std::string::String>) -> Self {
self.script_arn = input;
self
}
/// <p>A descriptive label that is associated with a script. Script names do not need to be unique.</p>
pub fn name(mut self, input: impl Into<std::string::String>) -> Self {
self.name = Some(input.into());
self
}
/// <p>A descriptive label that is associated with a script. Script names do not need to be unique.</p>
pub fn set_name(mut self, input: std::option::Option<std::string::String>) -> Self {
self.name = input;
self
}
/// <p>Version information that is associated with a build or script. Version strings do not need to be unique.</p>
pub fn version(mut self, input: impl Into<std::string::String>) -> Self {
self.version = Some(input.into());
self
}
/// <p>Version information that is associated with a build or script. Version strings do not need to be unique.</p>
pub fn set_version(mut self, input: std::option::Option<std::string::String>) -> Self {
self.version = input;
self
}
/// <p>The file size of the uploaded Realtime script, expressed in bytes. When files are
/// uploaded from an S3 location, this value remains at "0".</p>
pub fn size_on_disk(mut self, input: i64) -> Self {
self.size_on_disk = Some(input);
self
}
/// <p>The file size of the uploaded Realtime script, expressed in bytes. When files are
/// uploaded from an S3 location, this value remains at "0".</p>
pub fn set_size_on_disk(mut self, input: std::option::Option<i64>) -> Self {
self.size_on_disk = input;
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.creation_time = Some(input);
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_creation_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.creation_time = input;
self
}
/// <p>The location in Amazon S3 where build or script files are stored for access by Amazon GameLift. This
/// location is specified in <a>CreateBuild</a>, <a>CreateScript</a>,
/// and <a>UpdateScript</a> requests. </p>
pub fn storage_location(mut self, input: crate::model::S3Location) -> Self {
self.storage_location = Some(input);
self
}
/// <p>The location in Amazon S3 where build or script files are stored for access by Amazon GameLift. This
/// location is specified in <a>CreateBuild</a>, <a>CreateScript</a>,
/// and <a>UpdateScript</a> requests. </p>
pub fn set_storage_location(
mut self,
input: std::option::Option<crate::model::S3Location>,
) -> Self {
self.storage_location = input;
self
}
/// Consumes the builder and constructs a [`Script`](crate::model::Script)
pub fn build(self) -> crate::model::Script {
crate::model::Script {
script_id: self.script_id,
script_arn: self.script_arn,
name: self.name,
version: self.version,
size_on_disk: self.size_on_disk,
creation_time: self.creation_time,
storage_location: self.storage_location,
}
}
}
}
impl Script {
/// Creates a new builder-style object to manufacture [`Script`](crate::model::Script)
pub fn builder() -> crate::model::script::Builder {
crate::model::script::Builder::default()
}
}
/// <p>The location in Amazon S3 where build or script files are stored for access by Amazon GameLift. This
/// location is specified in <a>CreateBuild</a>, <a>CreateScript</a>,
/// and <a>UpdateScript</a> requests. </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct S3Location {
/// <p>An Amazon S3 bucket identifier. This is the name of the S3 bucket.</p>
/// <note>
/// <p>GameLift currently does not support uploading from Amazon S3 buckets with names that contain a dot (.).</p>
/// </note>
pub bucket: std::option::Option<std::string::String>,
/// <p>The name of the zip file that contains the build files or script files. </p>
pub key: std::option::Option<std::string::String>,
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) for an IAM role that
/// allows Amazon GameLift to access the S3 bucket.</p>
pub role_arn: std::option::Option<std::string::String>,
/// <p>The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses
/// this information when retrieving files from an S3 bucket that you own. Use this
/// parameter to specify a specific version of the file. If not set, the latest version of
/// the file is retrieved. </p>
pub object_version: std::option::Option<std::string::String>,
}
impl S3Location {
/// <p>An Amazon S3 bucket identifier. This is the name of the S3 bucket.</p>
/// <note>
/// <p>GameLift currently does not support uploading from Amazon S3 buckets with names that contain a dot (.).</p>
/// </note>
pub fn bucket(&self) -> std::option::Option<&str> {
self.bucket.as_deref()
}
/// <p>The name of the zip file that contains the build files or script files. </p>
pub fn key(&self) -> std::option::Option<&str> {
self.key.as_deref()
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) for an IAM role that
/// allows Amazon GameLift to access the S3 bucket.</p>
pub fn role_arn(&self) -> std::option::Option<&str> {
self.role_arn.as_deref()
}
/// <p>The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses
/// this information when retrieving files from an S3 bucket that you own. Use this
/// parameter to specify a specific version of the file. If not set, the latest version of
/// the file is retrieved. </p>
pub fn object_version(&self) -> std::option::Option<&str> {
self.object_version.as_deref()
}
}
impl std::fmt::Debug for S3Location {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("S3Location");
formatter.field("bucket", &self.bucket);
formatter.field("key", &self.key);
formatter.field("role_arn", &self.role_arn);
formatter.field("object_version", &self.object_version);
formatter.finish()
}
}
/// See [`S3Location`](crate::model::S3Location)
pub mod s3_location {
/// A builder for [`S3Location`](crate::model::S3Location)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) bucket: std::option::Option<std::string::String>,
pub(crate) key: std::option::Option<std::string::String>,
pub(crate) role_arn: std::option::Option<std::string::String>,
pub(crate) object_version: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>An Amazon S3 bucket identifier. This is the name of the S3 bucket.</p>
/// <note>
/// <p>GameLift currently does not support uploading from Amazon S3 buckets with names that contain a dot (.).</p>
/// </note>
pub fn bucket(mut self, input: impl Into<std::string::String>) -> Self {
self.bucket = Some(input.into());
self
}
/// <p>An Amazon S3 bucket identifier. This is the name of the S3 bucket.</p>
/// <note>
/// <p>GameLift currently does not support uploading from Amazon S3 buckets with names that contain a dot (.).</p>
/// </note>
pub fn set_bucket(mut self, input: std::option::Option<std::string::String>) -> Self {
self.bucket = input;
self
}
/// <p>The name of the zip file that contains the build files or script files. </p>
pub fn key(mut self, input: impl Into<std::string::String>) -> Self {
self.key = Some(input.into());
self
}
/// <p>The name of the zip file that contains the build files or script files. </p>
pub fn set_key(mut self, input: std::option::Option<std::string::String>) -> Self {
self.key = input;
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) for an IAM role that
/// allows Amazon GameLift to access the S3 bucket.</p>
pub fn role_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.role_arn = Some(input.into());
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) for an IAM role that
/// allows Amazon GameLift to access the S3 bucket.</p>
pub fn set_role_arn(mut self, input: std::option::Option<std::string::String>) -> Self {
self.role_arn = input;
self
}
/// <p>The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses
/// this information when retrieving files from an S3 bucket that you own. Use this
/// parameter to specify a specific version of the file. If not set, the latest version of
/// the file is retrieved. </p>
pub fn object_version(mut self, input: impl Into<std::string::String>) -> Self {
self.object_version = Some(input.into());
self
}
/// <p>The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses
/// this information when retrieving files from an S3 bucket that you own. Use this
/// parameter to specify a specific version of the file. If not set, the latest version of
/// the file is retrieved. </p>
pub fn set_object_version(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.object_version = input;
self
}
/// Consumes the builder and constructs a [`S3Location`](crate::model::S3Location)
pub fn build(self) -> crate::model::S3Location {
crate::model::S3Location {
bucket: self.bucket,
key: self.key,
role_arn: self.role_arn,
object_version: self.object_version,
}
}
}
}
impl S3Location {
/// Creates a new builder-style object to manufacture [`S3Location`](crate::model::S3Location)
pub fn builder() -> crate::model::s3_location::Builder {
crate::model::s3_location::Builder::default()
}
}
/// <p>A collection of server process configurations that describe the set of processes to
/// run on each instance in a fleet. Server processes run either an executable in a custom
/// game build or a Realtime Servers script. GameLift launches the configured processes, manages their
/// life cycle, and replaces them as needed. Each instance checks regularly for an updated
/// runtime configuration. </p>
/// <p>A GameLift instance is limited to 50 processes running concurrently. To calculate the
/// total number of processes in a runtime configuration, add the values of the
/// <code>ConcurrentExecutions</code> parameter for each <a>ServerProcess</a>. Learn more about <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html"> Running Multiple
/// Processes on a Fleet</a>.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>DescribeRuntimeConfiguration</a> | <a>UpdateRuntimeConfiguration</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct RuntimeConfiguration {
/// <p>A collection of server process configurations that identify what server processes to
/// run on each instance in a fleet.</p>
pub server_processes: std::option::Option<std::vec::Vec<crate::model::ServerProcess>>,
/// <p>The number of game sessions in status <code>ACTIVATING</code> to allow on an instance.
/// This setting limits the instance resources that can be used for new game activations at
/// any one time.</p>
pub max_concurrent_game_session_activations: std::option::Option<i32>,
/// <p>The maximum amount of time (in seconds) allowed to launch a new game session and have
/// it report ready to host players. During this time, the game session is in status
/// <code>ACTIVATING</code>. If the game session does not become active before the
/// timeout, it is ended and the game session status is changed to
/// <code>TERMINATED</code>.</p>
pub game_session_activation_timeout_seconds: std::option::Option<i32>,
}
impl RuntimeConfiguration {
/// <p>A collection of server process configurations that identify what server processes to
/// run on each instance in a fleet.</p>
pub fn server_processes(&self) -> std::option::Option<&[crate::model::ServerProcess]> {
self.server_processes.as_deref()
}
/// <p>The number of game sessions in status <code>ACTIVATING</code> to allow on an instance.
/// This setting limits the instance resources that can be used for new game activations at
/// any one time.</p>
pub fn max_concurrent_game_session_activations(&self) -> std::option::Option<i32> {
self.max_concurrent_game_session_activations
}
/// <p>The maximum amount of time (in seconds) allowed to launch a new game session and have
/// it report ready to host players. During this time, the game session is in status
/// <code>ACTIVATING</code>. If the game session does not become active before the
/// timeout, it is ended and the game session status is changed to
/// <code>TERMINATED</code>.</p>
pub fn game_session_activation_timeout_seconds(&self) -> std::option::Option<i32> {
self.game_session_activation_timeout_seconds
}
}
impl std::fmt::Debug for RuntimeConfiguration {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("RuntimeConfiguration");
formatter.field("server_processes", &self.server_processes);
formatter.field(
"max_concurrent_game_session_activations",
&self.max_concurrent_game_session_activations,
);
formatter.field(
"game_session_activation_timeout_seconds",
&self.game_session_activation_timeout_seconds,
);
formatter.finish()
}
}
/// See [`RuntimeConfiguration`](crate::model::RuntimeConfiguration)
pub mod runtime_configuration {
/// A builder for [`RuntimeConfiguration`](crate::model::RuntimeConfiguration)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) server_processes:
std::option::Option<std::vec::Vec<crate::model::ServerProcess>>,
pub(crate) max_concurrent_game_session_activations: std::option::Option<i32>,
pub(crate) game_session_activation_timeout_seconds: std::option::Option<i32>,
}
impl Builder {
/// Appends an item to `server_processes`.
///
/// To override the contents of this collection use [`set_server_processes`](Self::set_server_processes).
///
/// <p>A collection of server process configurations that identify what server processes to
/// run on each instance in a fleet.</p>
pub fn server_processes(mut self, input: impl Into<crate::model::ServerProcess>) -> Self {
let mut v = self.server_processes.unwrap_or_default();
v.push(input.into());
self.server_processes = Some(v);
self
}
/// <p>A collection of server process configurations that identify what server processes to
/// run on each instance in a fleet.</p>
pub fn set_server_processes(
mut self,
input: std::option::Option<std::vec::Vec<crate::model::ServerProcess>>,
) -> Self {
self.server_processes = input;
self
}
/// <p>The number of game sessions in status <code>ACTIVATING</code> to allow on an instance.
/// This setting limits the instance resources that can be used for new game activations at
/// any one time.</p>
pub fn max_concurrent_game_session_activations(mut self, input: i32) -> Self {
self.max_concurrent_game_session_activations = Some(input);
self
}
/// <p>The number of game sessions in status <code>ACTIVATING</code> to allow on an instance.
/// This setting limits the instance resources that can be used for new game activations at
/// any one time.</p>
pub fn set_max_concurrent_game_session_activations(
mut self,
input: std::option::Option<i32>,
) -> Self {
self.max_concurrent_game_session_activations = input;
self
}
/// <p>The maximum amount of time (in seconds) allowed to launch a new game session and have
/// it report ready to host players. During this time, the game session is in status
/// <code>ACTIVATING</code>. If the game session does not become active before the
/// timeout, it is ended and the game session status is changed to
/// <code>TERMINATED</code>.</p>
pub fn game_session_activation_timeout_seconds(mut self, input: i32) -> Self {
self.game_session_activation_timeout_seconds = Some(input);
self
}
/// <p>The maximum amount of time (in seconds) allowed to launch a new game session and have
/// it report ready to host players. During this time, the game session is in status
/// <code>ACTIVATING</code>. If the game session does not become active before the
/// timeout, it is ended and the game session status is changed to
/// <code>TERMINATED</code>.</p>
pub fn set_game_session_activation_timeout_seconds(
mut self,
input: std::option::Option<i32>,
) -> Self {
self.game_session_activation_timeout_seconds = input;
self
}
/// Consumes the builder and constructs a [`RuntimeConfiguration`](crate::model::RuntimeConfiguration)
pub fn build(self) -> crate::model::RuntimeConfiguration {
crate::model::RuntimeConfiguration {
server_processes: self.server_processes,
max_concurrent_game_session_activations: self
.max_concurrent_game_session_activations,
game_session_activation_timeout_seconds: self
.game_session_activation_timeout_seconds,
}
}
}
}
impl RuntimeConfiguration {
/// Creates a new builder-style object to manufacture [`RuntimeConfiguration`](crate::model::RuntimeConfiguration)
pub fn builder() -> crate::model::runtime_configuration::Builder {
crate::model::runtime_configuration::Builder::default()
}
}
/// <p>A set of instructions for launching server processes on each instance in a fleet.
/// Server processes run either an executable in a custom game build or a Realtime Servers script.
/// Server process configurations are part of a fleet's <a>RuntimeConfiguration</a>.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct ServerProcess {
/// <p>The location of a game build executable or the Realtime script file that contains the
/// <code>Init()</code> function. Game builds and Realtime scripts are installed on
/// instances at the root: </p>
/// <ul>
/// <li>
/// <p>Windows (custom game builds only): <code>C:\game</code>. Example:
/// "<code>C:\game\MyGame\server.exe</code>" </p>
/// </li>
/// <li>
/// <p>Linux: <code>/local/game</code>. Examples: "<code>/local/game/MyGame/server.exe</code>" or
/// "<code>/local/game/MyRealtimeScript.js</code>"</p>
/// </li>
/// </ul>
pub launch_path: std::option::Option<std::string::String>,
/// <p>An optional list of parameters to pass to the server executable or Realtime script on
/// launch.</p>
pub parameters: std::option::Option<std::string::String>,
/// <p>The number of server processes using this configuration that run concurrently on each
/// instance.</p>
pub concurrent_executions: std::option::Option<i32>,
}
impl ServerProcess {
/// <p>The location of a game build executable or the Realtime script file that contains the
/// <code>Init()</code> function. Game builds and Realtime scripts are installed on
/// instances at the root: </p>
/// <ul>
/// <li>
/// <p>Windows (custom game builds only): <code>C:\game</code>. Example:
/// "<code>C:\game\MyGame\server.exe</code>" </p>
/// </li>
/// <li>
/// <p>Linux: <code>/local/game</code>. Examples: "<code>/local/game/MyGame/server.exe</code>" or
/// "<code>/local/game/MyRealtimeScript.js</code>"</p>
/// </li>
/// </ul>
pub fn launch_path(&self) -> std::option::Option<&str> {
self.launch_path.as_deref()
}
/// <p>An optional list of parameters to pass to the server executable or Realtime script on
/// launch.</p>
pub fn parameters(&self) -> std::option::Option<&str> {
self.parameters.as_deref()
}
/// <p>The number of server processes using this configuration that run concurrently on each
/// instance.</p>
pub fn concurrent_executions(&self) -> std::option::Option<i32> {
self.concurrent_executions
}
}
impl std::fmt::Debug for ServerProcess {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("ServerProcess");
formatter.field("launch_path", &self.launch_path);
formatter.field("parameters", &self.parameters);
formatter.field("concurrent_executions", &self.concurrent_executions);
formatter.finish()
}
}
/// See [`ServerProcess`](crate::model::ServerProcess)
pub mod server_process {
/// A builder for [`ServerProcess`](crate::model::ServerProcess)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) launch_path: std::option::Option<std::string::String>,
pub(crate) parameters: std::option::Option<std::string::String>,
pub(crate) concurrent_executions: std::option::Option<i32>,
}
impl Builder {
/// <p>The location of a game build executable or the Realtime script file that contains the
/// <code>Init()</code> function. Game builds and Realtime scripts are installed on
/// instances at the root: </p>
/// <ul>
/// <li>
/// <p>Windows (custom game builds only): <code>C:\game</code>. Example:
/// "<code>C:\game\MyGame\server.exe</code>" </p>
/// </li>
/// <li>
/// <p>Linux: <code>/local/game</code>. Examples: "<code>/local/game/MyGame/server.exe</code>" or
/// "<code>/local/game/MyRealtimeScript.js</code>"</p>
/// </li>
/// </ul>
pub fn launch_path(mut self, input: impl Into<std::string::String>) -> Self {
self.launch_path = Some(input.into());
self
}
/// <p>The location of a game build executable or the Realtime script file that contains the
/// <code>Init()</code> function. Game builds and Realtime scripts are installed on
/// instances at the root: </p>
/// <ul>
/// <li>
/// <p>Windows (custom game builds only): <code>C:\game</code>. Example:
/// "<code>C:\game\MyGame\server.exe</code>" </p>
/// </li>
/// <li>
/// <p>Linux: <code>/local/game</code>. Examples: "<code>/local/game/MyGame/server.exe</code>" or
/// "<code>/local/game/MyRealtimeScript.js</code>"</p>
/// </li>
/// </ul>
pub fn set_launch_path(mut self, input: std::option::Option<std::string::String>) -> Self {
self.launch_path = input;
self
}
/// <p>An optional list of parameters to pass to the server executable or Realtime script on
/// launch.</p>
pub fn parameters(mut self, input: impl Into<std::string::String>) -> Self {
self.parameters = Some(input.into());
self
}
/// <p>An optional list of parameters to pass to the server executable or Realtime script on
/// launch.</p>
pub fn set_parameters(mut self, input: std::option::Option<std::string::String>) -> Self {
self.parameters = input;
self
}
/// <p>The number of server processes using this configuration that run concurrently on each
/// instance.</p>
pub fn concurrent_executions(mut self, input: i32) -> Self {
self.concurrent_executions = Some(input);
self
}
/// <p>The number of server processes using this configuration that run concurrently on each
/// instance.</p>
pub fn set_concurrent_executions(mut self, input: std::option::Option<i32>) -> Self {
self.concurrent_executions = input;
self
}
/// Consumes the builder and constructs a [`ServerProcess`](crate::model::ServerProcess)
pub fn build(self) -> crate::model::ServerProcess {
crate::model::ServerProcess {
launch_path: self.launch_path,
parameters: self.parameters,
concurrent_executions: self.concurrent_executions,
}
}
}
}
impl ServerProcess {
/// Creates a new builder-style object to manufacture [`ServerProcess`](crate::model::ServerProcess)
pub fn builder() -> crate::model::server_process::Builder {
crate::model::server_process::Builder::default()
}
}
/// <p>Guidelines for use with FlexMatch to match players into games. All matchmaking
/// requests must specify a matchmaking configuration.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct MatchmakingConfiguration {
/// <p>A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a
/// matchmaking request or ticket.</p>
pub name: std::option::Option<std::string::String>,
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name></code>. In a GameLift configuration ARN, the resource ID matches the
/// <i>Name</i> value.</p>
pub configuration_arn: std::option::Option<std::string::String>,
/// <p>A descriptive label that is associated with matchmaking configuration.</p>
pub description: std::option::Option<std::string::String>,
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::gamesessionqueue/<queue name></code>. Queues can be located in any Region. Queues are used to start new
/// GameLift-hosted game sessions for matches that are created with this matchmaking
/// configuration. This property is not set when <code>FlexMatchMode</code> is set to
/// <code>STANDALONE</code>.</p>
pub game_session_queue_arns: std::option::Option<std::vec::Vec<std::string::String>>,
/// <p>The maximum duration, in seconds, that a matchmaking ticket can remain in process
/// before timing out. Requests that fail due to timing out can be resubmitted as
/// needed.</p>
pub request_timeout_seconds: std::option::Option<i32>,
/// <p>The length of time (in seconds) to wait for players to accept a proposed match, if
/// acceptance is required. If any player rejects the match or fails to accept before the
/// timeout, the ticket continues to look for an acceptable match.</p>
pub acceptance_timeout_seconds: std::option::Option<i32>,
/// <p>A flag that indicates whether a match that was created with this configuration must be
/// accepted by the matched players. To require acceptance, set to TRUE. When this option is
/// enabled, matchmaking tickets use the status <code>REQUIRES_ACCEPTANCE</code> to indicate
/// when a completed potential match is waiting for player acceptance.</p>
pub acceptance_required: std::option::Option<bool>,
/// <p>A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use
/// rule sets that are defined in the same Region.</p>
pub rule_set_name: std::option::Option<std::string::String>,
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift matchmaking rule set resource that this configuration uses.</p>
pub rule_set_arn: std::option::Option<std::string::String>,
/// <p>An SNS topic ARN that is set up to receive matchmaking notifications.</p>
pub notification_target: std::option::Option<std::string::String>,
/// <p>The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies
/// a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when <code>FlexMatchMode</code> is set to
/// <code>STANDALONE</code>.</p>
pub additional_player_count: std::option::Option<i32>,
/// <p>Information to attach to all events related to the matchmaking configuration. </p>
pub custom_event_data: std::option::Option<std::string::String>,
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub creation_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session (see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a Game Session</a>). This information is added to the new <a>GameSession</a>
/// object that is created for a successful match. This parameter is not used when
/// <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
pub game_properties: std::option::Option<std::vec::Vec<crate::model::GameProperty>>,
/// <p>A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session (see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a Game Session</a>). This information is added to the new <a>GameSession</a> object
/// that is created for a successful match. This parameter is not used when
/// <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
pub game_session_data: std::option::Option<std::string::String>,
/// <p>The method used to backfill game sessions created with this matchmaking configuration.
/// MANUAL indicates that the game makes backfill requests or does not use the match
/// backfill feature. AUTOMATIC indicates that GameLift creates <a>StartMatchBackfill</a> requests whenever a game session has one or more open
/// slots. Learn more about manual and automatic backfill in <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html">Backfill existing games
/// with FlexMatch</a>. Automatic backfill is not available when
/// <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
pub backfill_mode: std::option::Option<crate::model::BackfillMode>,
/// <p>Indicates whether this matchmaking configuration is being used with GameLift hosting or
/// as a standalone matchmaking solution. </p>
/// <ul>
/// <li>
/// <p>
/// <b>STANDALONE</b> - FlexMatch forms matches and returns
/// match information, including players and team assignments, in a
/// <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded">
/// MatchmakingSucceeded</a> event.</p>
/// </li>
/// <li>
/// <p>
/// <b>WITH_QUEUE</b> - FlexMatch forms matches and uses the specified GameLift queue to
/// start a game session for the match. </p>
/// </li>
/// </ul>
pub flex_match_mode: std::option::Option<crate::model::FlexMatchMode>,
}
impl MatchmakingConfiguration {
/// <p>A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a
/// matchmaking request or ticket.</p>
pub fn name(&self) -> std::option::Option<&str> {
self.name.as_deref()
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name></code>. In a GameLift configuration ARN, the resource ID matches the
/// <i>Name</i> value.</p>
pub fn configuration_arn(&self) -> std::option::Option<&str> {
self.configuration_arn.as_deref()
}
/// <p>A descriptive label that is associated with matchmaking configuration.</p>
pub fn description(&self) -> std::option::Option<&str> {
self.description.as_deref()
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::gamesessionqueue/<queue name></code>. Queues can be located in any Region. Queues are used to start new
/// GameLift-hosted game sessions for matches that are created with this matchmaking
/// configuration. This property is not set when <code>FlexMatchMode</code> is set to
/// <code>STANDALONE</code>.</p>
pub fn game_session_queue_arns(&self) -> std::option::Option<&[std::string::String]> {
self.game_session_queue_arns.as_deref()
}
/// <p>The maximum duration, in seconds, that a matchmaking ticket can remain in process
/// before timing out. Requests that fail due to timing out can be resubmitted as
/// needed.</p>
pub fn request_timeout_seconds(&self) -> std::option::Option<i32> {
self.request_timeout_seconds
}
/// <p>The length of time (in seconds) to wait for players to accept a proposed match, if
/// acceptance is required. If any player rejects the match or fails to accept before the
/// timeout, the ticket continues to look for an acceptable match.</p>
pub fn acceptance_timeout_seconds(&self) -> std::option::Option<i32> {
self.acceptance_timeout_seconds
}
/// <p>A flag that indicates whether a match that was created with this configuration must be
/// accepted by the matched players. To require acceptance, set to TRUE. When this option is
/// enabled, matchmaking tickets use the status <code>REQUIRES_ACCEPTANCE</code> to indicate
/// when a completed potential match is waiting for player acceptance.</p>
pub fn acceptance_required(&self) -> std::option::Option<bool> {
self.acceptance_required
}
/// <p>A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use
/// rule sets that are defined in the same Region.</p>
pub fn rule_set_name(&self) -> std::option::Option<&str> {
self.rule_set_name.as_deref()
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift matchmaking rule set resource that this configuration uses.</p>
pub fn rule_set_arn(&self) -> std::option::Option<&str> {
self.rule_set_arn.as_deref()
}
/// <p>An SNS topic ARN that is set up to receive matchmaking notifications.</p>
pub fn notification_target(&self) -> std::option::Option<&str> {
self.notification_target.as_deref()
}
/// <p>The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies
/// a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when <code>FlexMatchMode</code> is set to
/// <code>STANDALONE</code>.</p>
pub fn additional_player_count(&self) -> std::option::Option<i32> {
self.additional_player_count
}
/// <p>Information to attach to all events related to the matchmaking configuration. </p>
pub fn custom_event_data(&self) -> std::option::Option<&str> {
self.custom_event_data.as_deref()
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.creation_time.as_ref()
}
/// <p>A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session (see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a Game Session</a>). This information is added to the new <a>GameSession</a>
/// object that is created for a successful match. This parameter is not used when
/// <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
pub fn game_properties(&self) -> std::option::Option<&[crate::model::GameProperty]> {
self.game_properties.as_deref()
}
/// <p>A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session (see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a Game Session</a>). This information is added to the new <a>GameSession</a> object
/// that is created for a successful match. This parameter is not used when
/// <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
pub fn game_session_data(&self) -> std::option::Option<&str> {
self.game_session_data.as_deref()
}
/// <p>The method used to backfill game sessions created with this matchmaking configuration.
/// MANUAL indicates that the game makes backfill requests or does not use the match
/// backfill feature. AUTOMATIC indicates that GameLift creates <a>StartMatchBackfill</a> requests whenever a game session has one or more open
/// slots. Learn more about manual and automatic backfill in <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html">Backfill existing games
/// with FlexMatch</a>. Automatic backfill is not available when
/// <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
pub fn backfill_mode(&self) -> std::option::Option<&crate::model::BackfillMode> {
self.backfill_mode.as_ref()
}
/// <p>Indicates whether this matchmaking configuration is being used with GameLift hosting or
/// as a standalone matchmaking solution. </p>
/// <ul>
/// <li>
/// <p>
/// <b>STANDALONE</b> - FlexMatch forms matches and returns
/// match information, including players and team assignments, in a
/// <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded">
/// MatchmakingSucceeded</a> event.</p>
/// </li>
/// <li>
/// <p>
/// <b>WITH_QUEUE</b> - FlexMatch forms matches and uses the specified GameLift queue to
/// start a game session for the match. </p>
/// </li>
/// </ul>
pub fn flex_match_mode(&self) -> std::option::Option<&crate::model::FlexMatchMode> {
self.flex_match_mode.as_ref()
}
}
impl std::fmt::Debug for MatchmakingConfiguration {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("MatchmakingConfiguration");
formatter.field("name", &self.name);
formatter.field("configuration_arn", &self.configuration_arn);
formatter.field("description", &self.description);
formatter.field("game_session_queue_arns", &self.game_session_queue_arns);
formatter.field("request_timeout_seconds", &self.request_timeout_seconds);
formatter.field(
"acceptance_timeout_seconds",
&self.acceptance_timeout_seconds,
);
formatter.field("acceptance_required", &self.acceptance_required);
formatter.field("rule_set_name", &self.rule_set_name);
formatter.field("rule_set_arn", &self.rule_set_arn);
formatter.field("notification_target", &self.notification_target);
formatter.field("additional_player_count", &self.additional_player_count);
formatter.field("custom_event_data", &self.custom_event_data);
formatter.field("creation_time", &self.creation_time);
formatter.field("game_properties", &self.game_properties);
formatter.field("game_session_data", &self.game_session_data);
formatter.field("backfill_mode", &self.backfill_mode);
formatter.field("flex_match_mode", &self.flex_match_mode);
formatter.finish()
}
}
/// See [`MatchmakingConfiguration`](crate::model::MatchmakingConfiguration)
pub mod matchmaking_configuration {
/// A builder for [`MatchmakingConfiguration`](crate::model::MatchmakingConfiguration)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) name: std::option::Option<std::string::String>,
pub(crate) configuration_arn: std::option::Option<std::string::String>,
pub(crate) description: std::option::Option<std::string::String>,
pub(crate) game_session_queue_arns: std::option::Option<std::vec::Vec<std::string::String>>,
pub(crate) request_timeout_seconds: std::option::Option<i32>,
pub(crate) acceptance_timeout_seconds: std::option::Option<i32>,
pub(crate) acceptance_required: std::option::Option<bool>,
pub(crate) rule_set_name: std::option::Option<std::string::String>,
pub(crate) rule_set_arn: std::option::Option<std::string::String>,
pub(crate) notification_target: std::option::Option<std::string::String>,
pub(crate) additional_player_count: std::option::Option<i32>,
pub(crate) custom_event_data: std::option::Option<std::string::String>,
pub(crate) creation_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) game_properties: std::option::Option<std::vec::Vec<crate::model::GameProperty>>,
pub(crate) game_session_data: std::option::Option<std::string::String>,
pub(crate) backfill_mode: std::option::Option<crate::model::BackfillMode>,
pub(crate) flex_match_mode: std::option::Option<crate::model::FlexMatchMode>,
}
impl Builder {
/// <p>A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a
/// matchmaking request or ticket.</p>
pub fn name(mut self, input: impl Into<std::string::String>) -> Self {
self.name = Some(input.into());
self
}
/// <p>A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a
/// matchmaking request or ticket.</p>
pub fn set_name(mut self, input: std::option::Option<std::string::String>) -> Self {
self.name = input;
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name></code>. In a GameLift configuration ARN, the resource ID matches the
/// <i>Name</i> value.</p>
pub fn configuration_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.configuration_arn = Some(input.into());
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name></code>. In a GameLift configuration ARN, the resource ID matches the
/// <i>Name</i> value.</p>
pub fn set_configuration_arn(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.configuration_arn = input;
self
}
/// <p>A descriptive label that is associated with matchmaking configuration.</p>
pub fn description(mut self, input: impl Into<std::string::String>) -> Self {
self.description = Some(input.into());
self
}
/// <p>A descriptive label that is associated with matchmaking configuration.</p>
pub fn set_description(mut self, input: std::option::Option<std::string::String>) -> Self {
self.description = input;
self
}
/// Appends an item to `game_session_queue_arns`.
///
/// To override the contents of this collection use [`set_game_session_queue_arns`](Self::set_game_session_queue_arns).
///
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::gamesessionqueue/<queue name></code>. Queues can be located in any Region. Queues are used to start new
/// GameLift-hosted game sessions for matches that are created with this matchmaking
/// configuration. This property is not set when <code>FlexMatchMode</code> is set to
/// <code>STANDALONE</code>.</p>
pub fn game_session_queue_arns(mut self, input: impl Into<std::string::String>) -> Self {
let mut v = self.game_session_queue_arns.unwrap_or_default();
v.push(input.into());
self.game_session_queue_arns = Some(v);
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::gamesessionqueue/<queue name></code>. Queues can be located in any Region. Queues are used to start new
/// GameLift-hosted game sessions for matches that are created with this matchmaking
/// configuration. This property is not set when <code>FlexMatchMode</code> is set to
/// <code>STANDALONE</code>.</p>
pub fn set_game_session_queue_arns(
mut self,
input: std::option::Option<std::vec::Vec<std::string::String>>,
) -> Self {
self.game_session_queue_arns = input;
self
}
/// <p>The maximum duration, in seconds, that a matchmaking ticket can remain in process
/// before timing out. Requests that fail due to timing out can be resubmitted as
/// needed.</p>
pub fn request_timeout_seconds(mut self, input: i32) -> Self {
self.request_timeout_seconds = Some(input);
self
}
/// <p>The maximum duration, in seconds, that a matchmaking ticket can remain in process
/// before timing out. Requests that fail due to timing out can be resubmitted as
/// needed.</p>
pub fn set_request_timeout_seconds(mut self, input: std::option::Option<i32>) -> Self {
self.request_timeout_seconds = input;
self
}
/// <p>The length of time (in seconds) to wait for players to accept a proposed match, if
/// acceptance is required. If any player rejects the match or fails to accept before the
/// timeout, the ticket continues to look for an acceptable match.</p>
pub fn acceptance_timeout_seconds(mut self, input: i32) -> Self {
self.acceptance_timeout_seconds = Some(input);
self
}
/// <p>The length of time (in seconds) to wait for players to accept a proposed match, if
/// acceptance is required. If any player rejects the match or fails to accept before the
/// timeout, the ticket continues to look for an acceptable match.</p>
pub fn set_acceptance_timeout_seconds(mut self, input: std::option::Option<i32>) -> Self {
self.acceptance_timeout_seconds = input;
self
}
/// <p>A flag that indicates whether a match that was created with this configuration must be
/// accepted by the matched players. To require acceptance, set to TRUE. When this option is
/// enabled, matchmaking tickets use the status <code>REQUIRES_ACCEPTANCE</code> to indicate
/// when a completed potential match is waiting for player acceptance.</p>
pub fn acceptance_required(mut self, input: bool) -> Self {
self.acceptance_required = Some(input);
self
}
/// <p>A flag that indicates whether a match that was created with this configuration must be
/// accepted by the matched players. To require acceptance, set to TRUE. When this option is
/// enabled, matchmaking tickets use the status <code>REQUIRES_ACCEPTANCE</code> to indicate
/// when a completed potential match is waiting for player acceptance.</p>
pub fn set_acceptance_required(mut self, input: std::option::Option<bool>) -> Self {
self.acceptance_required = input;
self
}
/// <p>A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use
/// rule sets that are defined in the same Region.</p>
pub fn rule_set_name(mut self, input: impl Into<std::string::String>) -> Self {
self.rule_set_name = Some(input.into());
self
}
/// <p>A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use
/// rule sets that are defined in the same Region.</p>
pub fn set_rule_set_name(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.rule_set_name = input;
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift matchmaking rule set resource that this configuration uses.</p>
pub fn rule_set_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.rule_set_arn = Some(input.into());
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift matchmaking rule set resource that this configuration uses.</p>
pub fn set_rule_set_arn(mut self, input: std::option::Option<std::string::String>) -> Self {
self.rule_set_arn = input;
self
}
/// <p>An SNS topic ARN that is set up to receive matchmaking notifications.</p>
pub fn notification_target(mut self, input: impl Into<std::string::String>) -> Self {
self.notification_target = Some(input.into());
self
}
/// <p>An SNS topic ARN that is set up to receive matchmaking notifications.</p>
pub fn set_notification_target(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.notification_target = input;
self
}
/// <p>The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies
/// a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when <code>FlexMatchMode</code> is set to
/// <code>STANDALONE</code>.</p>
pub fn additional_player_count(mut self, input: i32) -> Self {
self.additional_player_count = Some(input);
self
}
/// <p>The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies
/// a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when <code>FlexMatchMode</code> is set to
/// <code>STANDALONE</code>.</p>
pub fn set_additional_player_count(mut self, input: std::option::Option<i32>) -> Self {
self.additional_player_count = input;
self
}
/// <p>Information to attach to all events related to the matchmaking configuration. </p>
pub fn custom_event_data(mut self, input: impl Into<std::string::String>) -> Self {
self.custom_event_data = Some(input.into());
self
}
/// <p>Information to attach to all events related to the matchmaking configuration. </p>
pub fn set_custom_event_data(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.custom_event_data = input;
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.creation_time = Some(input);
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_creation_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.creation_time = input;
self
}
/// Appends an item to `game_properties`.
///
/// To override the contents of this collection use [`set_game_properties`](Self::set_game_properties).
///
/// <p>A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session (see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a Game Session</a>). This information is added to the new <a>GameSession</a>
/// object that is created for a successful match. This parameter is not used when
/// <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
pub fn game_properties(mut self, input: impl Into<crate::model::GameProperty>) -> Self {
let mut v = self.game_properties.unwrap_or_default();
v.push(input.into());
self.game_properties = Some(v);
self
}
/// <p>A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session (see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a Game Session</a>). This information is added to the new <a>GameSession</a>
/// object that is created for a successful match. This parameter is not used when
/// <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
pub fn set_game_properties(
mut self,
input: std::option::Option<std::vec::Vec<crate::model::GameProperty>>,
) -> Self {
self.game_properties = input;
self
}
/// <p>A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session (see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a Game Session</a>). This information is added to the new <a>GameSession</a> object
/// that is created for a successful match. This parameter is not used when
/// <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
pub fn game_session_data(mut self, input: impl Into<std::string::String>) -> Self {
self.game_session_data = Some(input.into());
self
}
/// <p>A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session (see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a Game Session</a>). This information is added to the new <a>GameSession</a> object
/// that is created for a successful match. This parameter is not used when
/// <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
pub fn set_game_session_data(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_session_data = input;
self
}
/// <p>The method used to backfill game sessions created with this matchmaking configuration.
/// MANUAL indicates that the game makes backfill requests or does not use the match
/// backfill feature. AUTOMATIC indicates that GameLift creates <a>StartMatchBackfill</a> requests whenever a game session has one or more open
/// slots. Learn more about manual and automatic backfill in <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html">Backfill existing games
/// with FlexMatch</a>. Automatic backfill is not available when
/// <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
pub fn backfill_mode(mut self, input: crate::model::BackfillMode) -> Self {
self.backfill_mode = Some(input);
self
}
/// <p>The method used to backfill game sessions created with this matchmaking configuration.
/// MANUAL indicates that the game makes backfill requests or does not use the match
/// backfill feature. AUTOMATIC indicates that GameLift creates <a>StartMatchBackfill</a> requests whenever a game session has one or more open
/// slots. Learn more about manual and automatic backfill in <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html">Backfill existing games
/// with FlexMatch</a>. Automatic backfill is not available when
/// <code>FlexMatchMode</code> is set to <code>STANDALONE</code>.</p>
pub fn set_backfill_mode(
mut self,
input: std::option::Option<crate::model::BackfillMode>,
) -> Self {
self.backfill_mode = input;
self
}
/// <p>Indicates whether this matchmaking configuration is being used with GameLift hosting or
/// as a standalone matchmaking solution. </p>
/// <ul>
/// <li>
/// <p>
/// <b>STANDALONE</b> - FlexMatch forms matches and returns
/// match information, including players and team assignments, in a
/// <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded">
/// MatchmakingSucceeded</a> event.</p>
/// </li>
/// <li>
/// <p>
/// <b>WITH_QUEUE</b> - FlexMatch forms matches and uses the specified GameLift queue to
/// start a game session for the match. </p>
/// </li>
/// </ul>
pub fn flex_match_mode(mut self, input: crate::model::FlexMatchMode) -> Self {
self.flex_match_mode = Some(input);
self
}
/// <p>Indicates whether this matchmaking configuration is being used with GameLift hosting or
/// as a standalone matchmaking solution. </p>
/// <ul>
/// <li>
/// <p>
/// <b>STANDALONE</b> - FlexMatch forms matches and returns
/// match information, including players and team assignments, in a
/// <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded">
/// MatchmakingSucceeded</a> event.</p>
/// </li>
/// <li>
/// <p>
/// <b>WITH_QUEUE</b> - FlexMatch forms matches and uses the specified GameLift queue to
/// start a game session for the match. </p>
/// </li>
/// </ul>
pub fn set_flex_match_mode(
mut self,
input: std::option::Option<crate::model::FlexMatchMode>,
) -> Self {
self.flex_match_mode = input;
self
}
/// Consumes the builder and constructs a [`MatchmakingConfiguration`](crate::model::MatchmakingConfiguration)
pub fn build(self) -> crate::model::MatchmakingConfiguration {
crate::model::MatchmakingConfiguration {
name: self.name,
configuration_arn: self.configuration_arn,
description: self.description,
game_session_queue_arns: self.game_session_queue_arns,
request_timeout_seconds: self.request_timeout_seconds,
acceptance_timeout_seconds: self.acceptance_timeout_seconds,
acceptance_required: self.acceptance_required,
rule_set_name: self.rule_set_name,
rule_set_arn: self.rule_set_arn,
notification_target: self.notification_target,
additional_player_count: self.additional_player_count,
custom_event_data: self.custom_event_data,
creation_time: self.creation_time,
game_properties: self.game_properties,
game_session_data: self.game_session_data,
backfill_mode: self.backfill_mode,
flex_match_mode: self.flex_match_mode,
}
}
}
}
impl MatchmakingConfiguration {
/// Creates a new builder-style object to manufacture [`MatchmakingConfiguration`](crate::model::MatchmakingConfiguration)
pub fn builder() -> crate::model::matchmaking_configuration::Builder {
crate::model::matchmaking_configuration::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum FlexMatchMode {
#[allow(missing_docs)] // documentation missing in model
Standalone,
#[allow(missing_docs)] // documentation missing in model
WithQueue,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for FlexMatchMode {
fn from(s: &str) -> Self {
match s {
"STANDALONE" => FlexMatchMode::Standalone,
"WITH_QUEUE" => FlexMatchMode::WithQueue,
other => FlexMatchMode::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for FlexMatchMode {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(FlexMatchMode::from(s))
}
}
impl FlexMatchMode {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
FlexMatchMode::Standalone => "STANDALONE",
FlexMatchMode::WithQueue => "WITH_QUEUE",
FlexMatchMode::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["STANDALONE", "WITH_QUEUE"]
}
}
impl AsRef<str> for FlexMatchMode {
fn as_ref(&self) -> &str {
self.as_str()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum BackfillMode {
#[allow(missing_docs)] // documentation missing in model
Automatic,
#[allow(missing_docs)] // documentation missing in model
Manual,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for BackfillMode {
fn from(s: &str) -> Self {
match s {
"AUTOMATIC" => BackfillMode::Automatic,
"MANUAL" => BackfillMode::Manual,
other => BackfillMode::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for BackfillMode {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(BackfillMode::from(s))
}
}
impl BackfillMode {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
BackfillMode::Automatic => "AUTOMATIC",
BackfillMode::Manual => "MANUAL",
BackfillMode::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["AUTOMATIC", "MANUAL"]
}
}
impl AsRef<str> for BackfillMode {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>Set of key-value pairs that contain information about a game session. When included in
/// a game session request, these properties communicate details to be used when setting up
/// the new game session. For example, a game property might specify a game mode, level, or
/// map. Game properties are passed to the game server process when initiating a new game
/// session. For more information, see the <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create"> GameLift Developer Guide</a>.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct GameProperty {
/// <p>The game property identifier.</p>
pub key: std::option::Option<std::string::String>,
/// <p>The game property value.</p>
pub value: std::option::Option<std::string::String>,
}
impl GameProperty {
/// <p>The game property identifier.</p>
pub fn key(&self) -> std::option::Option<&str> {
self.key.as_deref()
}
/// <p>The game property value.</p>
pub fn value(&self) -> std::option::Option<&str> {
self.value.as_deref()
}
}
impl std::fmt::Debug for GameProperty {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("GameProperty");
formatter.field("key", &self.key);
formatter.field("value", &self.value);
formatter.finish()
}
}
/// See [`GameProperty`](crate::model::GameProperty)
pub mod game_property {
/// A builder for [`GameProperty`](crate::model::GameProperty)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) key: std::option::Option<std::string::String>,
pub(crate) value: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>The game property identifier.</p>
pub fn key(mut self, input: impl Into<std::string::String>) -> Self {
self.key = Some(input.into());
self
}
/// <p>The game property identifier.</p>
pub fn set_key(mut self, input: std::option::Option<std::string::String>) -> Self {
self.key = input;
self
}
/// <p>The game property value.</p>
pub fn value(mut self, input: impl Into<std::string::String>) -> Self {
self.value = Some(input.into());
self
}
/// <p>The game property value.</p>
pub fn set_value(mut self, input: std::option::Option<std::string::String>) -> Self {
self.value = input;
self
}
/// Consumes the builder and constructs a [`GameProperty`](crate::model::GameProperty)
pub fn build(self) -> crate::model::GameProperty {
crate::model::GameProperty {
key: self.key,
value: self.value,
}
}
}
}
impl GameProperty {
/// Creates a new builder-style object to manufacture [`GameProperty`](crate::model::GameProperty)
pub fn builder() -> crate::model::game_property::Builder {
crate::model::game_property::Builder::default()
}
}
/// <p>Configuration for a game session placement mechanism that processes requests for new
/// game sessions. A queue can be used on its own or as part of a matchmaking
/// solution.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>CreateGameSessionQueue</a> | <a>DescribeGameSessionQueues</a> | <a>UpdateGameSessionQueue</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct GameSessionQueue {
/// <p>A descriptive label that is associated with game session queue. Queue names must be unique within each Region.</p>
pub name: std::option::Option<std::string::String>,
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::gamesessionqueue/<queue name></code>. In a GameLift game session queue ARN, the resource ID matches the
/// <i>Name</i> value.</p>
pub game_session_queue_arn: std::option::Option<std::string::String>,
/// <p>The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a <code>TIMED_OUT</code> status.</p>
pub timeout_in_seconds: std::option::Option<i32>,
/// <p>A set of policies that act as a sliding cap on player latency. FleetIQ works to
/// deliver low latency for most players in a game session. These policies ensure that no
/// individual player can be placed into a game with unreasonably high latency. Use multiple
/// policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their
/// maximum allowed latency, starting with the lowest value. </p>
pub player_latency_policies:
std::option::Option<std::vec::Vec<crate::model::PlayerLatencyPolicy>>,
/// <p>A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue.
/// Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.</p>
pub destinations: std::option::Option<std::vec::Vec<crate::model::GameSessionQueueDestination>>,
/// <p>A list of locations where a queue is allowed to place new game sessions. Locations
/// are specified in the form of AWS Region codes, such as <code>us-west-2</code>. If this parameter is
/// not set, game sessions can be placed in any queue location. </p>
pub filter_configuration: std::option::Option<crate::model::FilterConfiguration>,
/// <p>Custom settings to use when prioritizing destinations and locations for game session placements. This
/// configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly
/// named will be automatically applied at the end of the prioritization process. </p>
pub priority_configuration: std::option::Option<crate::model::PriorityConfiguration>,
/// <p>
/// Information that is added to all events that are related to this game session queue.
/// </p>
pub custom_event_data: std::option::Option<std::string::String>,
/// <p>An SNS topic ARN that is set up to receive game session placement notifications. See <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html">
/// Setting up notifications for game session placement</a>.</p>
pub notification_target: std::option::Option<std::string::String>,
}
impl GameSessionQueue {
/// <p>A descriptive label that is associated with game session queue. Queue names must be unique within each Region.</p>
pub fn name(&self) -> std::option::Option<&str> {
self.name.as_deref()
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::gamesessionqueue/<queue name></code>. In a GameLift game session queue ARN, the resource ID matches the
/// <i>Name</i> value.</p>
pub fn game_session_queue_arn(&self) -> std::option::Option<&str> {
self.game_session_queue_arn.as_deref()
}
/// <p>The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a <code>TIMED_OUT</code> status.</p>
pub fn timeout_in_seconds(&self) -> std::option::Option<i32> {
self.timeout_in_seconds
}
/// <p>A set of policies that act as a sliding cap on player latency. FleetIQ works to
/// deliver low latency for most players in a game session. These policies ensure that no
/// individual player can be placed into a game with unreasonably high latency. Use multiple
/// policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their
/// maximum allowed latency, starting with the lowest value. </p>
pub fn player_latency_policies(
&self,
) -> std::option::Option<&[crate::model::PlayerLatencyPolicy]> {
self.player_latency_policies.as_deref()
}
/// <p>A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue.
/// Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.</p>
pub fn destinations(
&self,
) -> std::option::Option<&[crate::model::GameSessionQueueDestination]> {
self.destinations.as_deref()
}
/// <p>A list of locations where a queue is allowed to place new game sessions. Locations
/// are specified in the form of AWS Region codes, such as <code>us-west-2</code>. If this parameter is
/// not set, game sessions can be placed in any queue location. </p>
pub fn filter_configuration(&self) -> std::option::Option<&crate::model::FilterConfiguration> {
self.filter_configuration.as_ref()
}
/// <p>Custom settings to use when prioritizing destinations and locations for game session placements. This
/// configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly
/// named will be automatically applied at the end of the prioritization process. </p>
pub fn priority_configuration(
&self,
) -> std::option::Option<&crate::model::PriorityConfiguration> {
self.priority_configuration.as_ref()
}
/// <p>
/// Information that is added to all events that are related to this game session queue.
/// </p>
pub fn custom_event_data(&self) -> std::option::Option<&str> {
self.custom_event_data.as_deref()
}
/// <p>An SNS topic ARN that is set up to receive game session placement notifications. See <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html">
/// Setting up notifications for game session placement</a>.</p>
pub fn notification_target(&self) -> std::option::Option<&str> {
self.notification_target.as_deref()
}
}
impl std::fmt::Debug for GameSessionQueue {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("GameSessionQueue");
formatter.field("name", &self.name);
formatter.field("game_session_queue_arn", &self.game_session_queue_arn);
formatter.field("timeout_in_seconds", &self.timeout_in_seconds);
formatter.field("player_latency_policies", &self.player_latency_policies);
formatter.field("destinations", &self.destinations);
formatter.field("filter_configuration", &self.filter_configuration);
formatter.field("priority_configuration", &self.priority_configuration);
formatter.field("custom_event_data", &self.custom_event_data);
formatter.field("notification_target", &self.notification_target);
formatter.finish()
}
}
/// See [`GameSessionQueue`](crate::model::GameSessionQueue)
pub mod game_session_queue {
/// A builder for [`GameSessionQueue`](crate::model::GameSessionQueue)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) name: std::option::Option<std::string::String>,
pub(crate) game_session_queue_arn: std::option::Option<std::string::String>,
pub(crate) timeout_in_seconds: std::option::Option<i32>,
pub(crate) player_latency_policies:
std::option::Option<std::vec::Vec<crate::model::PlayerLatencyPolicy>>,
pub(crate) destinations:
std::option::Option<std::vec::Vec<crate::model::GameSessionQueueDestination>>,
pub(crate) filter_configuration: std::option::Option<crate::model::FilterConfiguration>,
pub(crate) priority_configuration: std::option::Option<crate::model::PriorityConfiguration>,
pub(crate) custom_event_data: std::option::Option<std::string::String>,
pub(crate) notification_target: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>A descriptive label that is associated with game session queue. Queue names must be unique within each Region.</p>
pub fn name(mut self, input: impl Into<std::string::String>) -> Self {
self.name = Some(input.into());
self
}
/// <p>A descriptive label that is associated with game session queue. Queue names must be unique within each Region.</p>
pub fn set_name(mut self, input: std::option::Option<std::string::String>) -> Self {
self.name = input;
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::gamesessionqueue/<queue name></code>. In a GameLift game session queue ARN, the resource ID matches the
/// <i>Name</i> value.</p>
pub fn game_session_queue_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.game_session_queue_arn = Some(input.into());
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::gamesessionqueue/<queue name></code>. In a GameLift game session queue ARN, the resource ID matches the
/// <i>Name</i> value.</p>
pub fn set_game_session_queue_arn(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_session_queue_arn = input;
self
}
/// <p>The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a <code>TIMED_OUT</code> status.</p>
pub fn timeout_in_seconds(mut self, input: i32) -> Self {
self.timeout_in_seconds = Some(input);
self
}
/// <p>The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a <code>TIMED_OUT</code> status.</p>
pub fn set_timeout_in_seconds(mut self, input: std::option::Option<i32>) -> Self {
self.timeout_in_seconds = input;
self
}
/// Appends an item to `player_latency_policies`.
///
/// To override the contents of this collection use [`set_player_latency_policies`](Self::set_player_latency_policies).
///
/// <p>A set of policies that act as a sliding cap on player latency. FleetIQ works to
/// deliver low latency for most players in a game session. These policies ensure that no
/// individual player can be placed into a game with unreasonably high latency. Use multiple
/// policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their
/// maximum allowed latency, starting with the lowest value. </p>
pub fn player_latency_policies(
mut self,
input: impl Into<crate::model::PlayerLatencyPolicy>,
) -> Self {
let mut v = self.player_latency_policies.unwrap_or_default();
v.push(input.into());
self.player_latency_policies = Some(v);
self
}
/// <p>A set of policies that act as a sliding cap on player latency. FleetIQ works to
/// deliver low latency for most players in a game session. These policies ensure that no
/// individual player can be placed into a game with unreasonably high latency. Use multiple
/// policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their
/// maximum allowed latency, starting with the lowest value. </p>
pub fn set_player_latency_policies(
mut self,
input: std::option::Option<std::vec::Vec<crate::model::PlayerLatencyPolicy>>,
) -> Self {
self.player_latency_policies = input;
self
}
/// Appends an item to `destinations`.
///
/// To override the contents of this collection use [`set_destinations`](Self::set_destinations).
///
/// <p>A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue.
/// Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.</p>
pub fn destinations(
mut self,
input: impl Into<crate::model::GameSessionQueueDestination>,
) -> Self {
let mut v = self.destinations.unwrap_or_default();
v.push(input.into());
self.destinations = Some(v);
self
}
/// <p>A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue.
/// Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.</p>
pub fn set_destinations(
mut self,
input: std::option::Option<std::vec::Vec<crate::model::GameSessionQueueDestination>>,
) -> Self {
self.destinations = input;
self
}
/// <p>A list of locations where a queue is allowed to place new game sessions. Locations
/// are specified in the form of AWS Region codes, such as <code>us-west-2</code>. If this parameter is
/// not set, game sessions can be placed in any queue location. </p>
pub fn filter_configuration(mut self, input: crate::model::FilterConfiguration) -> Self {
self.filter_configuration = Some(input);
self
}
/// <p>A list of locations where a queue is allowed to place new game sessions. Locations
/// are specified in the form of AWS Region codes, such as <code>us-west-2</code>. If this parameter is
/// not set, game sessions can be placed in any queue location. </p>
pub fn set_filter_configuration(
mut self,
input: std::option::Option<crate::model::FilterConfiguration>,
) -> Self {
self.filter_configuration = input;
self
}
/// <p>Custom settings to use when prioritizing destinations and locations for game session placements. This
/// configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly
/// named will be automatically applied at the end of the prioritization process. </p>
pub fn priority_configuration(
mut self,
input: crate::model::PriorityConfiguration,
) -> Self {
self.priority_configuration = Some(input);
self
}
/// <p>Custom settings to use when prioritizing destinations and locations for game session placements. This
/// configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly
/// named will be automatically applied at the end of the prioritization process. </p>
pub fn set_priority_configuration(
mut self,
input: std::option::Option<crate::model::PriorityConfiguration>,
) -> Self {
self.priority_configuration = input;
self
}
/// <p>
/// Information that is added to all events that are related to this game session queue.
/// </p>
pub fn custom_event_data(mut self, input: impl Into<std::string::String>) -> Self {
self.custom_event_data = Some(input.into());
self
}
/// <p>
/// Information that is added to all events that are related to this game session queue.
/// </p>
pub fn set_custom_event_data(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.custom_event_data = input;
self
}
/// <p>An SNS topic ARN that is set up to receive game session placement notifications. See <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html">
/// Setting up notifications for game session placement</a>.</p>
pub fn notification_target(mut self, input: impl Into<std::string::String>) -> Self {
self.notification_target = Some(input.into());
self
}
/// <p>An SNS topic ARN that is set up to receive game session placement notifications. See <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html">
/// Setting up notifications for game session placement</a>.</p>
pub fn set_notification_target(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.notification_target = input;
self
}
/// Consumes the builder and constructs a [`GameSessionQueue`](crate::model::GameSessionQueue)
pub fn build(self) -> crate::model::GameSessionQueue {
crate::model::GameSessionQueue {
name: self.name,
game_session_queue_arn: self.game_session_queue_arn,
timeout_in_seconds: self.timeout_in_seconds,
player_latency_policies: self.player_latency_policies,
destinations: self.destinations,
filter_configuration: self.filter_configuration,
priority_configuration: self.priority_configuration,
custom_event_data: self.custom_event_data,
notification_target: self.notification_target,
}
}
}
}
impl GameSessionQueue {
/// Creates a new builder-style object to manufacture [`GameSessionQueue`](crate::model::GameSessionQueue)
pub fn builder() -> crate::model::game_session_queue::Builder {
crate::model::game_session_queue::Builder::default()
}
}
/// <p>Custom prioritization settings for use by a game session queue when placing new game
/// sessions with available game servers. When defined, this configuration replaces the
/// default FleetIQ prioritization process, which is as follows:</p>
/// <ul>
/// <li>
/// <p>If player latency data is included in a game session request, destinations and
/// locations are prioritized first based on lowest average latency (1), then on
/// lowest hosting cost (2), then on destination list order (3), and finally on
/// location (alphabetical) (4). This approach ensures that the queue's top priority
/// is to place game sessions where average player latency is lowest, and--if
/// latency is the same--where the hosting cost is less, etc.</p>
/// </li>
/// <li>
/// <p>If player latency data is not included, destinations and locations are
/// prioritized first on destination list order (1), and then on location
/// (alphabetical) (2). This approach ensures that the queue's top priority is to
/// place game sessions on the first destination fleet listed. If that fleet has
/// multiple locations, the game session is placed on the first location (when
/// listed alphabetically).</p>
/// </li>
/// </ul>
/// <p>Changing the priority order will affect how game sessions are placed.</p>
/// <p>Priority configurations are part of a <a>GameSessionQueue</a>.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct PriorityConfiguration {
/// <p>The recommended sequence to use when prioritizing where to place new game sessions.
/// Each type can only be listed once.</p>
/// <ul>
/// <li>
/// <p>
/// <code>LATENCY</code> -- FleetIQ prioritizes locations where the average player
/// latency (provided in each game session request) is lowest. </p>
/// </li>
/// <li>
/// <p>
/// <code>COST</code> -- FleetIQ prioritizes destinations with the lowest current
/// hosting costs. Cost is evaluated based on the location, instance type, and fleet
/// type (Spot or On-Demand) for each destination in the queue.</p>
/// </li>
/// <li>
/// <p>
/// <code>DESTINATION</code> -- FleetIQ prioritizes based on the order that
/// destinations are listed in the queue configuration.</p>
/// </li>
/// <li>
/// <p>
/// <code>LOCATION</code> -- FleetIQ prioritizes based on the provided order of
/// locations, as defined in <code>LocationOrder</code>. </p>
/// </li>
/// </ul>
pub priority_order: std::option::Option<std::vec::Vec<crate::model::PriorityType>>,
/// <p>The prioritization order to use for fleet locations, when the
/// <code>PriorityOrder</code> property includes <code>LOCATION</code>. Locations are
/// identified by AWS Region codes such as <code>us-west-2</code>. Each location can only be
/// listed once. </p>
pub location_order: std::option::Option<std::vec::Vec<std::string::String>>,
}
impl PriorityConfiguration {
/// <p>The recommended sequence to use when prioritizing where to place new game sessions.
/// Each type can only be listed once.</p>
/// <ul>
/// <li>
/// <p>
/// <code>LATENCY</code> -- FleetIQ prioritizes locations where the average player
/// latency (provided in each game session request) is lowest. </p>
/// </li>
/// <li>
/// <p>
/// <code>COST</code> -- FleetIQ prioritizes destinations with the lowest current
/// hosting costs. Cost is evaluated based on the location, instance type, and fleet
/// type (Spot or On-Demand) for each destination in the queue.</p>
/// </li>
/// <li>
/// <p>
/// <code>DESTINATION</code> -- FleetIQ prioritizes based on the order that
/// destinations are listed in the queue configuration.</p>
/// </li>
/// <li>
/// <p>
/// <code>LOCATION</code> -- FleetIQ prioritizes based on the provided order of
/// locations, as defined in <code>LocationOrder</code>. </p>
/// </li>
/// </ul>
pub fn priority_order(&self) -> std::option::Option<&[crate::model::PriorityType]> {
self.priority_order.as_deref()
}
/// <p>The prioritization order to use for fleet locations, when the
/// <code>PriorityOrder</code> property includes <code>LOCATION</code>. Locations are
/// identified by AWS Region codes such as <code>us-west-2</code>. Each location can only be
/// listed once. </p>
pub fn location_order(&self) -> std::option::Option<&[std::string::String]> {
self.location_order.as_deref()
}
}
impl std::fmt::Debug for PriorityConfiguration {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("PriorityConfiguration");
formatter.field("priority_order", &self.priority_order);
formatter.field("location_order", &self.location_order);
formatter.finish()
}
}
/// See [`PriorityConfiguration`](crate::model::PriorityConfiguration)
pub mod priority_configuration {
/// A builder for [`PriorityConfiguration`](crate::model::PriorityConfiguration)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) priority_order: std::option::Option<std::vec::Vec<crate::model::PriorityType>>,
pub(crate) location_order: std::option::Option<std::vec::Vec<std::string::String>>,
}
impl Builder {
/// Appends an item to `priority_order`.
///
/// To override the contents of this collection use [`set_priority_order`](Self::set_priority_order).
///
/// <p>The recommended sequence to use when prioritizing where to place new game sessions.
/// Each type can only be listed once.</p>
/// <ul>
/// <li>
/// <p>
/// <code>LATENCY</code> -- FleetIQ prioritizes locations where the average player
/// latency (provided in each game session request) is lowest. </p>
/// </li>
/// <li>
/// <p>
/// <code>COST</code> -- FleetIQ prioritizes destinations with the lowest current
/// hosting costs. Cost is evaluated based on the location, instance type, and fleet
/// type (Spot or On-Demand) for each destination in the queue.</p>
/// </li>
/// <li>
/// <p>
/// <code>DESTINATION</code> -- FleetIQ prioritizes based on the order that
/// destinations are listed in the queue configuration.</p>
/// </li>
/// <li>
/// <p>
/// <code>LOCATION</code> -- FleetIQ prioritizes based on the provided order of
/// locations, as defined in <code>LocationOrder</code>. </p>
/// </li>
/// </ul>
pub fn priority_order(mut self, input: impl Into<crate::model::PriorityType>) -> Self {
let mut v = self.priority_order.unwrap_or_default();
v.push(input.into());
self.priority_order = Some(v);
self
}
/// <p>The recommended sequence to use when prioritizing where to place new game sessions.
/// Each type can only be listed once.</p>
/// <ul>
/// <li>
/// <p>
/// <code>LATENCY</code> -- FleetIQ prioritizes locations where the average player
/// latency (provided in each game session request) is lowest. </p>
/// </li>
/// <li>
/// <p>
/// <code>COST</code> -- FleetIQ prioritizes destinations with the lowest current
/// hosting costs. Cost is evaluated based on the location, instance type, and fleet
/// type (Spot or On-Demand) for each destination in the queue.</p>
/// </li>
/// <li>
/// <p>
/// <code>DESTINATION</code> -- FleetIQ prioritizes based on the order that
/// destinations are listed in the queue configuration.</p>
/// </li>
/// <li>
/// <p>
/// <code>LOCATION</code> -- FleetIQ prioritizes based on the provided order of
/// locations, as defined in <code>LocationOrder</code>. </p>
/// </li>
/// </ul>
pub fn set_priority_order(
mut self,
input: std::option::Option<std::vec::Vec<crate::model::PriorityType>>,
) -> Self {
self.priority_order = input;
self
}
/// Appends an item to `location_order`.
///
/// To override the contents of this collection use [`set_location_order`](Self::set_location_order).
///
/// <p>The prioritization order to use for fleet locations, when the
/// <code>PriorityOrder</code> property includes <code>LOCATION</code>. Locations are
/// identified by AWS Region codes such as <code>us-west-2</code>. Each location can only be
/// listed once. </p>
pub fn location_order(mut self, input: impl Into<std::string::String>) -> Self {
let mut v = self.location_order.unwrap_or_default();
v.push(input.into());
self.location_order = Some(v);
self
}
/// <p>The prioritization order to use for fleet locations, when the
/// <code>PriorityOrder</code> property includes <code>LOCATION</code>. Locations are
/// identified by AWS Region codes such as <code>us-west-2</code>. Each location can only be
/// listed once. </p>
pub fn set_location_order(
mut self,
input: std::option::Option<std::vec::Vec<std::string::String>>,
) -> Self {
self.location_order = input;
self
}
/// Consumes the builder and constructs a [`PriorityConfiguration`](crate::model::PriorityConfiguration)
pub fn build(self) -> crate::model::PriorityConfiguration {
crate::model::PriorityConfiguration {
priority_order: self.priority_order,
location_order: self.location_order,
}
}
}
}
impl PriorityConfiguration {
/// Creates a new builder-style object to manufacture [`PriorityConfiguration`](crate::model::PriorityConfiguration)
pub fn builder() -> crate::model::priority_configuration::Builder {
crate::model::priority_configuration::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum PriorityType {
#[allow(missing_docs)] // documentation missing in model
Cost,
#[allow(missing_docs)] // documentation missing in model
Destination,
#[allow(missing_docs)] // documentation missing in model
Latency,
#[allow(missing_docs)] // documentation missing in model
Location,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for PriorityType {
fn from(s: &str) -> Self {
match s {
"COST" => PriorityType::Cost,
"DESTINATION" => PriorityType::Destination,
"LATENCY" => PriorityType::Latency,
"LOCATION" => PriorityType::Location,
other => PriorityType::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for PriorityType {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(PriorityType::from(s))
}
}
impl PriorityType {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
PriorityType::Cost => "COST",
PriorityType::Destination => "DESTINATION",
PriorityType::Latency => "LATENCY",
PriorityType::Location => "LOCATION",
PriorityType::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["COST", "DESTINATION", "LATENCY", "LOCATION"]
}
}
impl AsRef<str> for PriorityType {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>A list of fleet locations where a game session queue can place new game sessions. You
/// can use a filter to temporarily turn off placements for specific locations. For queues
/// that have multi-location fleets, you can use a filter configuration allow placement with
/// some, but not all of these locations.</p>
/// <p>Filter configurations are part of a <a>GameSessionQueue</a>.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct FilterConfiguration {
/// <p> A list of locations to allow game session placement in, in the form of AWS Region
/// codes such as <code>us-west-2</code>. </p>
pub allowed_locations: std::option::Option<std::vec::Vec<std::string::String>>,
}
impl FilterConfiguration {
/// <p> A list of locations to allow game session placement in, in the form of AWS Region
/// codes such as <code>us-west-2</code>. </p>
pub fn allowed_locations(&self) -> std::option::Option<&[std::string::String]> {
self.allowed_locations.as_deref()
}
}
impl std::fmt::Debug for FilterConfiguration {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("FilterConfiguration");
formatter.field("allowed_locations", &self.allowed_locations);
formatter.finish()
}
}
/// See [`FilterConfiguration`](crate::model::FilterConfiguration)
pub mod filter_configuration {
/// A builder for [`FilterConfiguration`](crate::model::FilterConfiguration)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) allowed_locations: std::option::Option<std::vec::Vec<std::string::String>>,
}
impl Builder {
/// Appends an item to `allowed_locations`.
///
/// To override the contents of this collection use [`set_allowed_locations`](Self::set_allowed_locations).
///
/// <p> A list of locations to allow game session placement in, in the form of AWS Region
/// codes such as <code>us-west-2</code>. </p>
pub fn allowed_locations(mut self, input: impl Into<std::string::String>) -> Self {
let mut v = self.allowed_locations.unwrap_or_default();
v.push(input.into());
self.allowed_locations = Some(v);
self
}
/// <p> A list of locations to allow game session placement in, in the form of AWS Region
/// codes such as <code>us-west-2</code>. </p>
pub fn set_allowed_locations(
mut self,
input: std::option::Option<std::vec::Vec<std::string::String>>,
) -> Self {
self.allowed_locations = input;
self
}
/// Consumes the builder and constructs a [`FilterConfiguration`](crate::model::FilterConfiguration)
pub fn build(self) -> crate::model::FilterConfiguration {
crate::model::FilterConfiguration {
allowed_locations: self.allowed_locations,
}
}
}
}
impl FilterConfiguration {
/// Creates a new builder-style object to manufacture [`FilterConfiguration`](crate::model::FilterConfiguration)
pub fn builder() -> crate::model::filter_configuration::Builder {
crate::model::filter_configuration::Builder::default()
}
}
/// <p>A fleet or alias designated in a game session queue. Queues fulfill requests for new
/// game sessions by placing a new game session on any of the queue's destinations. </p>
/// <p>Destinations are part of a <a>GameSessionQueue</a>.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct GameSessionQueueDestination {
/// <p>The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which
/// include a fleet ID or alias ID and a Region name, provide a unique identifier across all
/// Regions. </p>
pub destination_arn: std::option::Option<std::string::String>,
}
impl GameSessionQueueDestination {
/// <p>The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which
/// include a fleet ID or alias ID and a Region name, provide a unique identifier across all
/// Regions. </p>
pub fn destination_arn(&self) -> std::option::Option<&str> {
self.destination_arn.as_deref()
}
}
impl std::fmt::Debug for GameSessionQueueDestination {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("GameSessionQueueDestination");
formatter.field("destination_arn", &self.destination_arn);
formatter.finish()
}
}
/// See [`GameSessionQueueDestination`](crate::model::GameSessionQueueDestination)
pub mod game_session_queue_destination {
/// A builder for [`GameSessionQueueDestination`](crate::model::GameSessionQueueDestination)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) destination_arn: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which
/// include a fleet ID or alias ID and a Region name, provide a unique identifier across all
/// Regions. </p>
pub fn destination_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.destination_arn = Some(input.into());
self
}
/// <p>The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which
/// include a fleet ID or alias ID and a Region name, provide a unique identifier across all
/// Regions. </p>
pub fn set_destination_arn(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.destination_arn = input;
self
}
/// Consumes the builder and constructs a [`GameSessionQueueDestination`](crate::model::GameSessionQueueDestination)
pub fn build(self) -> crate::model::GameSessionQueueDestination {
crate::model::GameSessionQueueDestination {
destination_arn: self.destination_arn,
}
}
}
}
impl GameSessionQueueDestination {
/// Creates a new builder-style object to manufacture [`GameSessionQueueDestination`](crate::model::GameSessionQueueDestination)
pub fn builder() -> crate::model::game_session_queue_destination::Builder {
crate::model::game_session_queue_destination::Builder::default()
}
}
/// <p>Sets a latency cap for individual players when placing a game session. With a latency
/// policy in force, a game session cannot be placed in a fleet location where a player
/// reports latency higher than the cap. Latency policies are used only with placement
/// request that provide player latency information. Player latency policies can be stacked
/// to gradually relax latency requirements over time. </p>
/// <p>Latency policies are part of a <a>GameSessionQueue</a>.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct PlayerLatencyPolicy {
/// <p>The maximum latency value that is allowed for any player, in milliseconds. All
/// policies must have a value set for this property.</p>
pub maximum_individual_player_latency_milliseconds: std::option::Option<i32>,
/// <p>The length of time, in seconds, that the policy is enforced while placing a new
/// game session. A null value for this property means that the policy is enforced until the
/// queue times out.</p>
pub policy_duration_seconds: std::option::Option<i32>,
}
impl PlayerLatencyPolicy {
/// <p>The maximum latency value that is allowed for any player, in milliseconds. All
/// policies must have a value set for this property.</p>
pub fn maximum_individual_player_latency_milliseconds(&self) -> std::option::Option<i32> {
self.maximum_individual_player_latency_milliseconds
}
/// <p>The length of time, in seconds, that the policy is enforced while placing a new
/// game session. A null value for this property means that the policy is enforced until the
/// queue times out.</p>
pub fn policy_duration_seconds(&self) -> std::option::Option<i32> {
self.policy_duration_seconds
}
}
impl std::fmt::Debug for PlayerLatencyPolicy {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("PlayerLatencyPolicy");
formatter.field(
"maximum_individual_player_latency_milliseconds",
&self.maximum_individual_player_latency_milliseconds,
);
formatter.field("policy_duration_seconds", &self.policy_duration_seconds);
formatter.finish()
}
}
/// See [`PlayerLatencyPolicy`](crate::model::PlayerLatencyPolicy)
pub mod player_latency_policy {
/// A builder for [`PlayerLatencyPolicy`](crate::model::PlayerLatencyPolicy)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) maximum_individual_player_latency_milliseconds: std::option::Option<i32>,
pub(crate) policy_duration_seconds: std::option::Option<i32>,
}
impl Builder {
/// <p>The maximum latency value that is allowed for any player, in milliseconds. All
/// policies must have a value set for this property.</p>
pub fn maximum_individual_player_latency_milliseconds(mut self, input: i32) -> Self {
self.maximum_individual_player_latency_milliseconds = Some(input);
self
}
/// <p>The maximum latency value that is allowed for any player, in milliseconds. All
/// policies must have a value set for this property.</p>
pub fn set_maximum_individual_player_latency_milliseconds(
mut self,
input: std::option::Option<i32>,
) -> Self {
self.maximum_individual_player_latency_milliseconds = input;
self
}
/// <p>The length of time, in seconds, that the policy is enforced while placing a new
/// game session. A null value for this property means that the policy is enforced until the
/// queue times out.</p>
pub fn policy_duration_seconds(mut self, input: i32) -> Self {
self.policy_duration_seconds = Some(input);
self
}
/// <p>The length of time, in seconds, that the policy is enforced while placing a new
/// game session. A null value for this property means that the policy is enforced until the
/// queue times out.</p>
pub fn set_policy_duration_seconds(mut self, input: std::option::Option<i32>) -> Self {
self.policy_duration_seconds = input;
self
}
/// Consumes the builder and constructs a [`PlayerLatencyPolicy`](crate::model::PlayerLatencyPolicy)
pub fn build(self) -> crate::model::PlayerLatencyPolicy {
crate::model::PlayerLatencyPolicy {
maximum_individual_player_latency_milliseconds: self
.maximum_individual_player_latency_milliseconds,
policy_duration_seconds: self.policy_duration_seconds,
}
}
}
}
impl PlayerLatencyPolicy {
/// Creates a new builder-style object to manufacture [`PlayerLatencyPolicy`](crate::model::PlayerLatencyPolicy)
pub fn builder() -> crate::model::player_latency_policy::Builder {
crate::model::player_latency_policy::Builder::default()
}
}
/// <p>Properties describing a game session.</p>
/// <p>A game session in ACTIVE status can host players. When a game session ends, its
/// status is set to <code>TERMINATED</code>. </p>
/// <p>Once the session ends, the game session object is retained for 30 days. This means
/// you can reuse idempotency token values after this time. Game session logs are retained
/// for 14 days.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>CreateGameSession</a> |
/// <a>DescribeGameSessions</a> |
/// <a>DescribeGameSessionDetails</a> |
/// <a>SearchGameSessions</a> |
/// <a>UpdateGameSession</a> |
/// <a>GetGameSessionLogUrl</a> |
/// <a>StartGameSessionPlacement</a> |
/// <a>DescribeGameSessionPlacement</a> |
/// <a>StopGameSessionPlacement</a> |
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct GameSession {
/// <p>A unique identifier for the game session. A game session ARN has the following format:
/// <code>arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token></code>.</p>
pub game_session_id: std::option::Option<std::string::String>,
/// <p>A descriptive label that is associated with a game session. Session names do not need to be unique.</p>
pub name: std::option::Option<std::string::String>,
/// <p>A unique identifier for the fleet that the game session is running on.</p>
pub fleet_id: std::option::Option<std::string::String>,
/// <p>
/// The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift fleet that this game session is running on.
/// </p>
pub fleet_arn: std::option::Option<std::string::String>,
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub creation_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub termination_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>Number of players currently in the game session.</p>
pub current_player_session_count: std::option::Option<i32>,
/// <p>The maximum number of players that can be connected simultaneously to the game session.</p>
pub maximum_player_session_count: std::option::Option<i32>,
/// <p>Current status of the game session. A game session must have an <code>ACTIVE</code>
/// status to have player sessions.</p>
pub status: std::option::Option<crate::model::GameSessionStatus>,
/// <p>Provides additional information about game session status. <code>INTERRUPTED</code>
/// indicates that the game session was hosted on a spot instance that was reclaimed,
/// causing the active game session to be terminated.</p>
pub status_reason: std::option::Option<crate::model::GameSessionStatusReason>,
/// <p>A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session. You can search for active game sessions based on this custom data
/// with <a>SearchGameSessions</a>.</p>
pub game_properties: std::option::Option<std::vec::Vec<crate::model::GameProperty>>,
/// <p>The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub ip_address: std::option::Option<std::string::String>,
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub dns_name: std::option::Option<std::string::String>,
/// <p>The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub port: std::option::Option<i32>,
/// <p>Indicates whether or not the game session is accepting new players.</p>
pub player_session_creation_policy:
std::option::Option<crate::model::PlayerSessionCreationPolicy>,
/// <p>A unique identifier for a player. This ID is used to enforce a resource protection policy (if one
/// exists), that limits the number of game sessions a player can create.</p>
pub creator_id: std::option::Option<std::string::String>,
/// <p>A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session.</p>
pub game_session_data: std::option::Option<std::string::String>,
/// <p>Information about the matchmaking process that was used to create the game session.
/// It is in JSON syntax, formatted as a string. In addition the matchmaking configuration
/// used, it contains data on all players assigned to the match, including player attributes
/// and team assignments. For more details on matchmaker data, see <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match
/// Data</a>. Matchmaker data is useful when requesting match backfills, and is
/// updated whenever new players are added during a successful backfill (see <a>StartMatchBackfill</a>). </p>
pub matchmaker_data: std::option::Option<std::string::String>,
/// <p>The fleet location where the game session is running. This value might specify the
/// fleet's home Region or a remote location. Location is expressed as an AWS Region code
/// such as <code>us-west-2</code>. </p>
pub location: std::option::Option<std::string::String>,
}
impl GameSession {
/// <p>A unique identifier for the game session. A game session ARN has the following format:
/// <code>arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token></code>.</p>
pub fn game_session_id(&self) -> std::option::Option<&str> {
self.game_session_id.as_deref()
}
/// <p>A descriptive label that is associated with a game session. Session names do not need to be unique.</p>
pub fn name(&self) -> std::option::Option<&str> {
self.name.as_deref()
}
/// <p>A unique identifier for the fleet that the game session is running on.</p>
pub fn fleet_id(&self) -> std::option::Option<&str> {
self.fleet_id.as_deref()
}
/// <p>
/// The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift fleet that this game session is running on.
/// </p>
pub fn fleet_arn(&self) -> std::option::Option<&str> {
self.fleet_arn.as_deref()
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.creation_time.as_ref()
}
/// <p>A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn termination_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.termination_time.as_ref()
}
/// <p>Number of players currently in the game session.</p>
pub fn current_player_session_count(&self) -> std::option::Option<i32> {
self.current_player_session_count
}
/// <p>The maximum number of players that can be connected simultaneously to the game session.</p>
pub fn maximum_player_session_count(&self) -> std::option::Option<i32> {
self.maximum_player_session_count
}
/// <p>Current status of the game session. A game session must have an <code>ACTIVE</code>
/// status to have player sessions.</p>
pub fn status(&self) -> std::option::Option<&crate::model::GameSessionStatus> {
self.status.as_ref()
}
/// <p>Provides additional information about game session status. <code>INTERRUPTED</code>
/// indicates that the game session was hosted on a spot instance that was reclaimed,
/// causing the active game session to be terminated.</p>
pub fn status_reason(&self) -> std::option::Option<&crate::model::GameSessionStatusReason> {
self.status_reason.as_ref()
}
/// <p>A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session. You can search for active game sessions based on this custom data
/// with <a>SearchGameSessions</a>.</p>
pub fn game_properties(&self) -> std::option::Option<&[crate::model::GameProperty]> {
self.game_properties.as_deref()
}
/// <p>The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub fn ip_address(&self) -> std::option::Option<&str> {
self.ip_address.as_deref()
}
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub fn dns_name(&self) -> std::option::Option<&str> {
self.dns_name.as_deref()
}
/// <p>The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub fn port(&self) -> std::option::Option<i32> {
self.port
}
/// <p>Indicates whether or not the game session is accepting new players.</p>
pub fn player_session_creation_policy(
&self,
) -> std::option::Option<&crate::model::PlayerSessionCreationPolicy> {
self.player_session_creation_policy.as_ref()
}
/// <p>A unique identifier for a player. This ID is used to enforce a resource protection policy (if one
/// exists), that limits the number of game sessions a player can create.</p>
pub fn creator_id(&self) -> std::option::Option<&str> {
self.creator_id.as_deref()
}
/// <p>A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session.</p>
pub fn game_session_data(&self) -> std::option::Option<&str> {
self.game_session_data.as_deref()
}
/// <p>Information about the matchmaking process that was used to create the game session.
/// It is in JSON syntax, formatted as a string. In addition the matchmaking configuration
/// used, it contains data on all players assigned to the match, including player attributes
/// and team assignments. For more details on matchmaker data, see <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match
/// Data</a>. Matchmaker data is useful when requesting match backfills, and is
/// updated whenever new players are added during a successful backfill (see <a>StartMatchBackfill</a>). </p>
pub fn matchmaker_data(&self) -> std::option::Option<&str> {
self.matchmaker_data.as_deref()
}
/// <p>The fleet location where the game session is running. This value might specify the
/// fleet's home Region or a remote location. Location is expressed as an AWS Region code
/// such as <code>us-west-2</code>. </p>
pub fn location(&self) -> std::option::Option<&str> {
self.location.as_deref()
}
}
impl std::fmt::Debug for GameSession {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("GameSession");
formatter.field("game_session_id", &self.game_session_id);
formatter.field("name", &self.name);
formatter.field("fleet_id", &self.fleet_id);
formatter.field("fleet_arn", &self.fleet_arn);
formatter.field("creation_time", &self.creation_time);
formatter.field("termination_time", &self.termination_time);
formatter.field(
"current_player_session_count",
&self.current_player_session_count,
);
formatter.field(
"maximum_player_session_count",
&self.maximum_player_session_count,
);
formatter.field("status", &self.status);
formatter.field("status_reason", &self.status_reason);
formatter.field("game_properties", &self.game_properties);
formatter.field("ip_address", &self.ip_address);
formatter.field("dns_name", &self.dns_name);
formatter.field("port", &self.port);
formatter.field(
"player_session_creation_policy",
&self.player_session_creation_policy,
);
formatter.field("creator_id", &self.creator_id);
formatter.field("game_session_data", &self.game_session_data);
formatter.field("matchmaker_data", &self.matchmaker_data);
formatter.field("location", &self.location);
formatter.finish()
}
}
/// See [`GameSession`](crate::model::GameSession)
pub mod game_session {
/// A builder for [`GameSession`](crate::model::GameSession)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) game_session_id: std::option::Option<std::string::String>,
pub(crate) name: std::option::Option<std::string::String>,
pub(crate) fleet_id: std::option::Option<std::string::String>,
pub(crate) fleet_arn: std::option::Option<std::string::String>,
pub(crate) creation_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) termination_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) current_player_session_count: std::option::Option<i32>,
pub(crate) maximum_player_session_count: std::option::Option<i32>,
pub(crate) status: std::option::Option<crate::model::GameSessionStatus>,
pub(crate) status_reason: std::option::Option<crate::model::GameSessionStatusReason>,
pub(crate) game_properties: std::option::Option<std::vec::Vec<crate::model::GameProperty>>,
pub(crate) ip_address: std::option::Option<std::string::String>,
pub(crate) dns_name: std::option::Option<std::string::String>,
pub(crate) port: std::option::Option<i32>,
pub(crate) player_session_creation_policy:
std::option::Option<crate::model::PlayerSessionCreationPolicy>,
pub(crate) creator_id: std::option::Option<std::string::String>,
pub(crate) game_session_data: std::option::Option<std::string::String>,
pub(crate) matchmaker_data: std::option::Option<std::string::String>,
pub(crate) location: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>A unique identifier for the game session. A game session ARN has the following format:
/// <code>arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token></code>.</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. A game session ARN has the following format:
/// <code>arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token></code>.</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 descriptive label that is associated with a game session. Session names do not need to be unique.</p>
pub fn name(mut self, input: impl Into<std::string::String>) -> Self {
self.name = Some(input.into());
self
}
/// <p>A descriptive label that is associated with a game session. Session names do not need to be unique.</p>
pub fn set_name(mut self, input: std::option::Option<std::string::String>) -> Self {
self.name = input;
self
}
/// <p>A unique identifier for the fleet that the game session is running on.</p>
pub fn fleet_id(mut self, input: impl Into<std::string::String>) -> Self {
self.fleet_id = Some(input.into());
self
}
/// <p>A unique identifier for the fleet that the game session is running on.</p>
pub fn set_fleet_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.fleet_id = input;
self
}
/// <p>
/// The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift fleet that this game session is running on.
/// </p>
pub fn fleet_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.fleet_arn = Some(input.into());
self
}
/// <p>
/// The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift fleet that this game session is running on.
/// </p>
pub fn set_fleet_arn(mut self, input: std::option::Option<std::string::String>) -> Self {
self.fleet_arn = input;
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.creation_time = Some(input);
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_creation_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.creation_time = input;
self
}
/// <p>A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn termination_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.termination_time = Some(input);
self
}
/// <p>A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_termination_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.termination_time = input;
self
}
/// <p>Number of players currently in the game session.</p>
pub fn current_player_session_count(mut self, input: i32) -> Self {
self.current_player_session_count = Some(input);
self
}
/// <p>Number of players currently in the game session.</p>
pub fn set_current_player_session_count(mut self, input: std::option::Option<i32>) -> Self {
self.current_player_session_count = input;
self
}
/// <p>The maximum number of players that can be connected simultaneously to the game session.</p>
pub fn maximum_player_session_count(mut self, input: i32) -> Self {
self.maximum_player_session_count = Some(input);
self
}
/// <p>The maximum number of players that can be connected simultaneously to the game session.</p>
pub fn set_maximum_player_session_count(mut self, input: std::option::Option<i32>) -> Self {
self.maximum_player_session_count = input;
self
}
/// <p>Current status of the game session. A game session must have an <code>ACTIVE</code>
/// status to have player sessions.</p>
pub fn status(mut self, input: crate::model::GameSessionStatus) -> Self {
self.status = Some(input);
self
}
/// <p>Current status of the game session. A game session must have an <code>ACTIVE</code>
/// status to have player sessions.</p>
pub fn set_status(
mut self,
input: std::option::Option<crate::model::GameSessionStatus>,
) -> Self {
self.status = input;
self
}
/// <p>Provides additional information about game session status. <code>INTERRUPTED</code>
/// indicates that the game session was hosted on a spot instance that was reclaimed,
/// causing the active game session to be terminated.</p>
pub fn status_reason(mut self, input: crate::model::GameSessionStatusReason) -> Self {
self.status_reason = Some(input);
self
}
/// <p>Provides additional information about game session status. <code>INTERRUPTED</code>
/// indicates that the game session was hosted on a spot instance that was reclaimed,
/// causing the active game session to be terminated.</p>
pub fn set_status_reason(
mut self,
input: std::option::Option<crate::model::GameSessionStatusReason>,
) -> Self {
self.status_reason = input;
self
}
/// Appends an item to `game_properties`.
///
/// To override the contents of this collection use [`set_game_properties`](Self::set_game_properties).
///
/// <p>A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session. You can search for active game sessions based on this custom data
/// with <a>SearchGameSessions</a>.</p>
pub fn game_properties(mut self, input: impl Into<crate::model::GameProperty>) -> Self {
let mut v = self.game_properties.unwrap_or_default();
v.push(input.into());
self.game_properties = Some(v);
self
}
/// <p>A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session. You can search for active game sessions based on this custom data
/// with <a>SearchGameSessions</a>.</p>
pub fn set_game_properties(
mut self,
input: std::option::Option<std::vec::Vec<crate::model::GameProperty>>,
) -> Self {
self.game_properties = input;
self
}
/// <p>The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub fn ip_address(mut self, input: impl Into<std::string::String>) -> Self {
self.ip_address = Some(input.into());
self
}
/// <p>The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub fn set_ip_address(mut self, input: std::option::Option<std::string::String>) -> Self {
self.ip_address = input;
self
}
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub fn dns_name(mut self, input: impl Into<std::string::String>) -> Self {
self.dns_name = Some(input.into());
self
}
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub fn set_dns_name(mut self, input: std::option::Option<std::string::String>) -> Self {
self.dns_name = input;
self
}
/// <p>The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub fn port(mut self, input: i32) -> Self {
self.port = Some(input);
self
}
/// <p>The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub fn set_port(mut self, input: std::option::Option<i32>) -> Self {
self.port = input;
self
}
/// <p>Indicates whether or not the game session is accepting new players.</p>
pub fn player_session_creation_policy(
mut self,
input: crate::model::PlayerSessionCreationPolicy,
) -> Self {
self.player_session_creation_policy = Some(input);
self
}
/// <p>Indicates whether or not the game session is accepting new players.</p>
pub fn set_player_session_creation_policy(
mut self,
input: std::option::Option<crate::model::PlayerSessionCreationPolicy>,
) -> Self {
self.player_session_creation_policy = input;
self
}
/// <p>A unique identifier for a player. This ID is used to enforce a resource protection policy (if one
/// exists), that limits the number of game sessions a player can create.</p>
pub fn creator_id(mut self, input: impl Into<std::string::String>) -> Self {
self.creator_id = Some(input.into());
self
}
/// <p>A unique identifier for a player. This ID is used to enforce a resource protection policy (if one
/// exists), that limits the number of game sessions a player can create.</p>
pub fn set_creator_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.creator_id = input;
self
}
/// <p>A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session.</p>
pub fn game_session_data(mut self, input: impl Into<std::string::String>) -> Self {
self.game_session_data = Some(input.into());
self
}
/// <p>A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session.</p>
pub fn set_game_session_data(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_session_data = input;
self
}
/// <p>Information about the matchmaking process that was used to create the game session.
/// It is in JSON syntax, formatted as a string. In addition the matchmaking configuration
/// used, it contains data on all players assigned to the match, including player attributes
/// and team assignments. For more details on matchmaker data, see <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match
/// Data</a>. Matchmaker data is useful when requesting match backfills, and is
/// updated whenever new players are added during a successful backfill (see <a>StartMatchBackfill</a>). </p>
pub fn matchmaker_data(mut self, input: impl Into<std::string::String>) -> Self {
self.matchmaker_data = Some(input.into());
self
}
/// <p>Information about the matchmaking process that was used to create the game session.
/// It is in JSON syntax, formatted as a string. In addition the matchmaking configuration
/// used, it contains data on all players assigned to the match, including player attributes
/// and team assignments. For more details on matchmaker data, see <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match
/// Data</a>. Matchmaker data is useful when requesting match backfills, and is
/// updated whenever new players are added during a successful backfill (see <a>StartMatchBackfill</a>). </p>
pub fn set_matchmaker_data(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.matchmaker_data = input;
self
}
/// <p>The fleet location where the game session is running. This value might specify the
/// fleet's home Region or a remote location. Location is expressed as an AWS Region code
/// such as <code>us-west-2</code>. </p>
pub fn location(mut self, input: impl Into<std::string::String>) -> Self {
self.location = Some(input.into());
self
}
/// <p>The fleet location where the game session is running. This value might specify the
/// fleet's home Region or a remote location. Location is expressed as an AWS Region code
/// such as <code>us-west-2</code>. </p>
pub fn set_location(mut self, input: std::option::Option<std::string::String>) -> Self {
self.location = input;
self
}
/// Consumes the builder and constructs a [`GameSession`](crate::model::GameSession)
pub fn build(self) -> crate::model::GameSession {
crate::model::GameSession {
game_session_id: self.game_session_id,
name: self.name,
fleet_id: self.fleet_id,
fleet_arn: self.fleet_arn,
creation_time: self.creation_time,
termination_time: self.termination_time,
current_player_session_count: self.current_player_session_count,
maximum_player_session_count: self.maximum_player_session_count,
status: self.status,
status_reason: self.status_reason,
game_properties: self.game_properties,
ip_address: self.ip_address,
dns_name: self.dns_name,
port: self.port,
player_session_creation_policy: self.player_session_creation_policy,
creator_id: self.creator_id,
game_session_data: self.game_session_data,
matchmaker_data: self.matchmaker_data,
location: self.location,
}
}
}
}
impl GameSession {
/// Creates a new builder-style object to manufacture [`GameSession`](crate::model::GameSession)
pub fn builder() -> crate::model::game_session::Builder {
crate::model::game_session::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum PlayerSessionCreationPolicy {
#[allow(missing_docs)] // documentation missing in model
AcceptAll,
#[allow(missing_docs)] // documentation missing in model
DenyAll,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for PlayerSessionCreationPolicy {
fn from(s: &str) -> Self {
match s {
"ACCEPT_ALL" => PlayerSessionCreationPolicy::AcceptAll,
"DENY_ALL" => PlayerSessionCreationPolicy::DenyAll,
other => PlayerSessionCreationPolicy::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for PlayerSessionCreationPolicy {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(PlayerSessionCreationPolicy::from(s))
}
}
impl PlayerSessionCreationPolicy {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
PlayerSessionCreationPolicy::AcceptAll => "ACCEPT_ALL",
PlayerSessionCreationPolicy::DenyAll => "DENY_ALL",
PlayerSessionCreationPolicy::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["ACCEPT_ALL", "DENY_ALL"]
}
}
impl AsRef<str> for PlayerSessionCreationPolicy {
fn as_ref(&self) -> &str {
self.as_str()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum GameSessionStatusReason {
#[allow(missing_docs)] // documentation missing in model
Interrupted,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for GameSessionStatusReason {
fn from(s: &str) -> Self {
match s {
"INTERRUPTED" => GameSessionStatusReason::Interrupted,
other => GameSessionStatusReason::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for GameSessionStatusReason {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(GameSessionStatusReason::from(s))
}
}
impl GameSessionStatusReason {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
GameSessionStatusReason::Interrupted => "INTERRUPTED",
GameSessionStatusReason::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["INTERRUPTED"]
}
}
impl AsRef<str> for GameSessionStatusReason {
fn as_ref(&self) -> &str {
self.as_str()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum GameSessionStatus {
#[allow(missing_docs)] // documentation missing in model
Activating,
#[allow(missing_docs)] // documentation missing in model
Active,
#[allow(missing_docs)] // documentation missing in model
Error,
#[allow(missing_docs)] // documentation missing in model
Terminated,
#[allow(missing_docs)] // documentation missing in model
Terminating,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for GameSessionStatus {
fn from(s: &str) -> Self {
match s {
"ACTIVATING" => GameSessionStatus::Activating,
"ACTIVE" => GameSessionStatus::Active,
"ERROR" => GameSessionStatus::Error,
"TERMINATED" => GameSessionStatus::Terminated,
"TERMINATING" => GameSessionStatus::Terminating,
other => GameSessionStatus::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for GameSessionStatus {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(GameSessionStatus::from(s))
}
}
impl GameSessionStatus {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
GameSessionStatus::Activating => "ACTIVATING",
GameSessionStatus::Active => "ACTIVE",
GameSessionStatus::Error => "ERROR",
GameSessionStatus::Terminated => "TERMINATED",
GameSessionStatus::Terminating => "TERMINATING",
GameSessionStatus::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["ACTIVATING", "ACTIVE", "ERROR", "TERMINATED", "TERMINATING"]
}
}
impl AsRef<str> for GameSessionStatus {
fn as_ref(&self) -> &str {
self.as_str()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum ProtectionPolicy {
#[allow(missing_docs)] // documentation missing in model
FullProtection,
#[allow(missing_docs)] // documentation missing in model
NoProtection,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for ProtectionPolicy {
fn from(s: &str) -> Self {
match s {
"FullProtection" => ProtectionPolicy::FullProtection,
"NoProtection" => ProtectionPolicy::NoProtection,
other => ProtectionPolicy::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for ProtectionPolicy {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(ProtectionPolicy::from(s))
}
}
impl ProtectionPolicy {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
ProtectionPolicy::FullProtection => "FullProtection",
ProtectionPolicy::NoProtection => "NoProtection",
ProtectionPolicy::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["FullProtection", "NoProtection"]
}
}
impl AsRef<str> for ProtectionPolicy {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>
/// <b>This data type is used with the GameLift FleetIQ and game server groups.</b>
/// </p>
/// <p>Properties that describe a game server group resource. A game server group manages
/// certain properties related to a corresponding EC2 Auto Scaling group. </p>
/// <p>A game server group is created by a successful call to
/// <code>CreateGameServerGroup</code> and deleted by calling
/// <code>DeleteGameServerGroup</code>. Game server group activity can be temporarily
/// suspended and resumed by calling <code>SuspendGameServerGroup</code> and
/// <code>ResumeGameServerGroup</code>, respectively. </p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>CreateGameServerGroup</a> |
/// <a>ListGameServerGroups</a> |
/// <a>DescribeGameServerGroup</a> |
/// <a>UpdateGameServerGroup</a> |
/// <a>DeleteGameServerGroup</a> |
/// <a>ResumeGameServerGroup</a> |
/// <a>SuspendGameServerGroup</a> |
/// <a>DescribeGameServerInstances</a> |
/// <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html">All APIs by task</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct GameServerGroup {
/// <p>A developer-defined identifier for the game server group. The name is unique for each
/// Region in each AWS account.</p>
pub game_server_group_name: std::option::Option<std::string::String>,
/// <p>A generated unique ID for the game server group.</p>
pub game_server_group_arn: std::option::Option<std::string::String>,
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) for an IAM role that
/// allows Amazon GameLift to access your EC2 Auto Scaling groups.</p>
pub role_arn: std::option::Option<std::string::String>,
/// <p>The set of EC2 instance types that GameLift FleetIQ can use when balancing and automatically
/// scaling instances in the corresponding Auto Scaling group. </p>
pub instance_definitions: std::option::Option<std::vec::Vec<crate::model::InstanceDefinition>>,
/// <p>Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the
/// game server group. Method options include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <code>SPOT_ONLY</code> - Only Spot Instances are used in the game server group. If Spot
/// Instances are unavailable or not viable for game hosting, the game server group
/// provides no hosting capacity until Spot Instances can again be used. Until then,
/// no new instances are started, and the existing nonviable Spot Instances are
/// terminated (after current gameplay ends) and are not replaced.</p>
/// </li>
/// <li>
/// <p>
/// <code>SPOT_PREFERRED</code> - (default value) Spot Instances are used whenever available in
/// the game server group. If Spot Instances are unavailable, the game server group
/// continues to provide hosting capacity by falling back to On-Demand Instances.
/// Existing nonviable Spot Instances are terminated (after current gameplay ends)
/// and are replaced with new On-Demand Instances.</p>
/// </li>
/// <li>
/// <p>
/// <code>ON_DEMAND_ONLY</code> - Only On-Demand Instances are used in the game
/// server group. No Spot Instances are used, even when available, while this
/// balancing strategy is in force.</p>
/// </li>
/// </ul>
pub balancing_strategy: std::option::Option<crate::model::BalancingStrategy>,
/// <p>A flag that indicates whether instances in the game server group are protected
/// from early termination. Unprotected instances that have active game servers running might
/// be terminated during a scale-down event, causing players to be dropped from the game.
/// Protected instances cannot be terminated while there are active game servers running except
/// in the event of a forced game server group deletion (see ). An exception to this is with Spot
/// Instances, which can be terminated by AWS regardless of protection status. </p>
pub game_server_protection_policy:
std::option::Option<crate::model::GameServerProtectionPolicy>,
/// <p>A generated unique ID for the EC2 Auto Scaling group that is associated with this
/// game server group.</p>
pub auto_scaling_group_arn: std::option::Option<std::string::String>,
/// <p>The current status of the game server group. Possible statuses include:</p>
/// <ul>
/// <li>
/// <p>
/// <code>NEW</code> - GameLift FleetIQ has validated the <code>CreateGameServerGroup()</code>
/// request. </p>
/// </li>
/// <li>
/// <p>
/// <code>ACTIVATING</code> - GameLift FleetIQ is setting up a game server group, which
/// includes creating an Auto Scaling group in your AWS account. </p>
/// </li>
/// <li>
/// <p>
/// <code>ACTIVE</code> - The game server group has been successfully created. </p>
/// </li>
/// <li>
/// <p>
/// <code>DELETE_SCHEDULED</code> - A request to delete the game server group has
/// been received. </p>
/// </li>
/// <li>
/// <p>
/// <code>DELETING</code> - GameLift FleetIQ has received a valid
/// <code>DeleteGameServerGroup()</code> request and is processing it. GameLift FleetIQ
/// must first complete and release hosts before it deletes the Auto Scaling group
/// and the game server group. </p>
/// </li>
/// <li>
/// <p>
/// <code>DELETED</code> - The game server group has been successfully deleted. </p>
/// </li>
/// <li>
/// <p>
/// <code>ERROR</code> - The asynchronous processes of activating or deleting a game server group
/// has failed, resulting in an error state.</p>
/// </li>
/// </ul>
pub status: std::option::Option<crate::model::GameServerGroupStatus>,
/// <p>Additional information about the current game server group status. This information
/// might provide additional insight on groups that are in <code>ERROR</code> status.</p>
pub status_reason: std::option::Option<std::string::String>,
/// <p>A list of activities that are currently suspended for this game server group.
/// If this property is empty, all activities are occurring.</p>
pub suspended_actions: std::option::Option<std::vec::Vec<crate::model::GameServerGroupAction>>,
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub creation_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>A timestamp that indicates when this game server group was last updated.</p>
pub last_updated_time: std::option::Option<aws_smithy_types::DateTime>,
}
impl GameServerGroup {
/// <p>A developer-defined identifier for the game server group. The name is unique for each
/// Region in each AWS account.</p>
pub fn game_server_group_name(&self) -> std::option::Option<&str> {
self.game_server_group_name.as_deref()
}
/// <p>A generated unique ID for the game server group.</p>
pub fn game_server_group_arn(&self) -> std::option::Option<&str> {
self.game_server_group_arn.as_deref()
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) for an IAM role that
/// allows Amazon GameLift to access your EC2 Auto Scaling groups.</p>
pub fn role_arn(&self) -> std::option::Option<&str> {
self.role_arn.as_deref()
}
/// <p>The set of EC2 instance types that GameLift FleetIQ can use when balancing and automatically
/// scaling instances in the corresponding Auto Scaling group. </p>
pub fn instance_definitions(&self) -> std::option::Option<&[crate::model::InstanceDefinition]> {
self.instance_definitions.as_deref()
}
/// <p>Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the
/// game server group. Method options include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <code>SPOT_ONLY</code> - Only Spot Instances are used in the game server group. If Spot
/// Instances are unavailable or not viable for game hosting, the game server group
/// provides no hosting capacity until Spot Instances can again be used. Until then,
/// no new instances are started, and the existing nonviable Spot Instances are
/// terminated (after current gameplay ends) and are not replaced.</p>
/// </li>
/// <li>
/// <p>
/// <code>SPOT_PREFERRED</code> - (default value) Spot Instances are used whenever available in
/// the game server group. If Spot Instances are unavailable, the game server group
/// continues to provide hosting capacity by falling back to On-Demand Instances.
/// Existing nonviable Spot Instances are terminated (after current gameplay ends)
/// and are replaced with new On-Demand Instances.</p>
/// </li>
/// <li>
/// <p>
/// <code>ON_DEMAND_ONLY</code> - Only On-Demand Instances are used in the game
/// server group. No Spot Instances are used, even when available, while this
/// balancing strategy is in force.</p>
/// </li>
/// </ul>
pub fn balancing_strategy(&self) -> std::option::Option<&crate::model::BalancingStrategy> {
self.balancing_strategy.as_ref()
}
/// <p>A flag that indicates whether instances in the game server group are protected
/// from early termination. Unprotected instances that have active game servers running might
/// be terminated during a scale-down event, causing players to be dropped from the game.
/// Protected instances cannot be terminated while there are active game servers running except
/// in the event of a forced game server group deletion (see ). An exception to this is with Spot
/// Instances, which can be terminated by AWS regardless of protection status. </p>
pub fn game_server_protection_policy(
&self,
) -> std::option::Option<&crate::model::GameServerProtectionPolicy> {
self.game_server_protection_policy.as_ref()
}
/// <p>A generated unique ID for the EC2 Auto Scaling group that is associated with this
/// game server group.</p>
pub fn auto_scaling_group_arn(&self) -> std::option::Option<&str> {
self.auto_scaling_group_arn.as_deref()
}
/// <p>The current status of the game server group. Possible statuses include:</p>
/// <ul>
/// <li>
/// <p>
/// <code>NEW</code> - GameLift FleetIQ has validated the <code>CreateGameServerGroup()</code>
/// request. </p>
/// </li>
/// <li>
/// <p>
/// <code>ACTIVATING</code> - GameLift FleetIQ is setting up a game server group, which
/// includes creating an Auto Scaling group in your AWS account. </p>
/// </li>
/// <li>
/// <p>
/// <code>ACTIVE</code> - The game server group has been successfully created. </p>
/// </li>
/// <li>
/// <p>
/// <code>DELETE_SCHEDULED</code> - A request to delete the game server group has
/// been received. </p>
/// </li>
/// <li>
/// <p>
/// <code>DELETING</code> - GameLift FleetIQ has received a valid
/// <code>DeleteGameServerGroup()</code> request and is processing it. GameLift FleetIQ
/// must first complete and release hosts before it deletes the Auto Scaling group
/// and the game server group. </p>
/// </li>
/// <li>
/// <p>
/// <code>DELETED</code> - The game server group has been successfully deleted. </p>
/// </li>
/// <li>
/// <p>
/// <code>ERROR</code> - The asynchronous processes of activating or deleting a game server group
/// has failed, resulting in an error state.</p>
/// </li>
/// </ul>
pub fn status(&self) -> std::option::Option<&crate::model::GameServerGroupStatus> {
self.status.as_ref()
}
/// <p>Additional information about the current game server group status. This information
/// might provide additional insight on groups that are in <code>ERROR</code> status.</p>
pub fn status_reason(&self) -> std::option::Option<&str> {
self.status_reason.as_deref()
}
/// <p>A list of activities that are currently suspended for this game server group.
/// If this property is empty, all activities are occurring.</p>
pub fn suspended_actions(&self) -> std::option::Option<&[crate::model::GameServerGroupAction]> {
self.suspended_actions.as_deref()
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.creation_time.as_ref()
}
/// <p>A timestamp that indicates when this game server group was last updated.</p>
pub fn last_updated_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.last_updated_time.as_ref()
}
}
impl std::fmt::Debug for GameServerGroup {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("GameServerGroup");
formatter.field("game_server_group_name", &self.game_server_group_name);
formatter.field("game_server_group_arn", &self.game_server_group_arn);
formatter.field("role_arn", &self.role_arn);
formatter.field("instance_definitions", &self.instance_definitions);
formatter.field("balancing_strategy", &self.balancing_strategy);
formatter.field(
"game_server_protection_policy",
&self.game_server_protection_policy,
);
formatter.field("auto_scaling_group_arn", &self.auto_scaling_group_arn);
formatter.field("status", &self.status);
formatter.field("status_reason", &self.status_reason);
formatter.field("suspended_actions", &self.suspended_actions);
formatter.field("creation_time", &self.creation_time);
formatter.field("last_updated_time", &self.last_updated_time);
formatter.finish()
}
}
/// See [`GameServerGroup`](crate::model::GameServerGroup)
pub mod game_server_group {
/// A builder for [`GameServerGroup`](crate::model::GameServerGroup)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) game_server_group_name: std::option::Option<std::string::String>,
pub(crate) game_server_group_arn: std::option::Option<std::string::String>,
pub(crate) role_arn: std::option::Option<std::string::String>,
pub(crate) instance_definitions:
std::option::Option<std::vec::Vec<crate::model::InstanceDefinition>>,
pub(crate) balancing_strategy: std::option::Option<crate::model::BalancingStrategy>,
pub(crate) game_server_protection_policy:
std::option::Option<crate::model::GameServerProtectionPolicy>,
pub(crate) auto_scaling_group_arn: std::option::Option<std::string::String>,
pub(crate) status: std::option::Option<crate::model::GameServerGroupStatus>,
pub(crate) status_reason: std::option::Option<std::string::String>,
pub(crate) suspended_actions:
std::option::Option<std::vec::Vec<crate::model::GameServerGroupAction>>,
pub(crate) creation_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) last_updated_time: std::option::Option<aws_smithy_types::DateTime>,
}
impl Builder {
/// <p>A developer-defined identifier for the game server group. The name is unique for each
/// Region in each AWS account.</p>
pub fn game_server_group_name(mut self, input: impl Into<std::string::String>) -> Self {
self.game_server_group_name = Some(input.into());
self
}
/// <p>A developer-defined identifier for the game server group. The name is unique for each
/// Region in each AWS account.</p>
pub fn set_game_server_group_name(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_server_group_name = input;
self
}
/// <p>A generated unique ID for the game server group.</p>
pub fn game_server_group_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.game_server_group_arn = Some(input.into());
self
}
/// <p>A generated unique ID for the game server group.</p>
pub fn set_game_server_group_arn(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_server_group_arn = input;
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) for an IAM role that
/// allows Amazon GameLift to access your EC2 Auto Scaling groups.</p>
pub fn role_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.role_arn = Some(input.into());
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) for an IAM role that
/// allows Amazon GameLift to access your EC2 Auto Scaling groups.</p>
pub fn set_role_arn(mut self, input: std::option::Option<std::string::String>) -> Self {
self.role_arn = input;
self
}
/// Appends an item to `instance_definitions`.
///
/// To override the contents of this collection use [`set_instance_definitions`](Self::set_instance_definitions).
///
/// <p>The set of EC2 instance types that GameLift FleetIQ can use when balancing and automatically
/// scaling instances in the corresponding Auto Scaling group. </p>
pub fn instance_definitions(
mut self,
input: impl Into<crate::model::InstanceDefinition>,
) -> Self {
let mut v = self.instance_definitions.unwrap_or_default();
v.push(input.into());
self.instance_definitions = Some(v);
self
}
/// <p>The set of EC2 instance types that GameLift FleetIQ can use when balancing and automatically
/// scaling instances in the corresponding Auto Scaling group. </p>
pub fn set_instance_definitions(
mut self,
input: std::option::Option<std::vec::Vec<crate::model::InstanceDefinition>>,
) -> Self {
self.instance_definitions = input;
self
}
/// <p>Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the
/// game server group. Method options include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <code>SPOT_ONLY</code> - Only Spot Instances are used in the game server group. If Spot
/// Instances are unavailable or not viable for game hosting, the game server group
/// provides no hosting capacity until Spot Instances can again be used. Until then,
/// no new instances are started, and the existing nonviable Spot Instances are
/// terminated (after current gameplay ends) and are not replaced.</p>
/// </li>
/// <li>
/// <p>
/// <code>SPOT_PREFERRED</code> - (default value) Spot Instances are used whenever available in
/// the game server group. If Spot Instances are unavailable, the game server group
/// continues to provide hosting capacity by falling back to On-Demand Instances.
/// Existing nonviable Spot Instances are terminated (after current gameplay ends)
/// and are replaced with new On-Demand Instances.</p>
/// </li>
/// <li>
/// <p>
/// <code>ON_DEMAND_ONLY</code> - Only On-Demand Instances are used in the game
/// server group. No Spot Instances are used, even when available, while this
/// balancing strategy is in force.</p>
/// </li>
/// </ul>
pub fn balancing_strategy(mut self, input: crate::model::BalancingStrategy) -> Self {
self.balancing_strategy = Some(input);
self
}
/// <p>Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the
/// game server group. Method options include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <code>SPOT_ONLY</code> - Only Spot Instances are used in the game server group. If Spot
/// Instances are unavailable or not viable for game hosting, the game server group
/// provides no hosting capacity until Spot Instances can again be used. Until then,
/// no new instances are started, and the existing nonviable Spot Instances are
/// terminated (after current gameplay ends) and are not replaced.</p>
/// </li>
/// <li>
/// <p>
/// <code>SPOT_PREFERRED</code> - (default value) Spot Instances are used whenever available in
/// the game server group. If Spot Instances are unavailable, the game server group
/// continues to provide hosting capacity by falling back to On-Demand Instances.
/// Existing nonviable Spot Instances are terminated (after current gameplay ends)
/// and are replaced with new On-Demand Instances.</p>
/// </li>
/// <li>
/// <p>
/// <code>ON_DEMAND_ONLY</code> - Only On-Demand Instances are used in the game
/// server group. No Spot Instances are used, even when available, while this
/// balancing strategy is in force.</p>
/// </li>
/// </ul>
pub fn set_balancing_strategy(
mut self,
input: std::option::Option<crate::model::BalancingStrategy>,
) -> Self {
self.balancing_strategy = input;
self
}
/// <p>A flag that indicates whether instances in the game server group are protected
/// from early termination. Unprotected instances that have active game servers running might
/// be terminated during a scale-down event, causing players to be dropped from the game.
/// Protected instances cannot be terminated while there are active game servers running except
/// in the event of a forced game server group deletion (see ). An exception to this is with Spot
/// Instances, which can be terminated by AWS regardless of protection status. </p>
pub fn game_server_protection_policy(
mut self,
input: crate::model::GameServerProtectionPolicy,
) -> Self {
self.game_server_protection_policy = Some(input);
self
}
/// <p>A flag that indicates whether instances in the game server group are protected
/// from early termination. Unprotected instances that have active game servers running might
/// be terminated during a scale-down event, causing players to be dropped from the game.
/// Protected instances cannot be terminated while there are active game servers running except
/// in the event of a forced game server group deletion (see ). An exception to this is with Spot
/// Instances, which can be terminated by AWS regardless of protection status. </p>
pub fn set_game_server_protection_policy(
mut self,
input: std::option::Option<crate::model::GameServerProtectionPolicy>,
) -> Self {
self.game_server_protection_policy = input;
self
}
/// <p>A generated unique ID for the EC2 Auto Scaling group that is associated with this
/// game server group.</p>
pub fn auto_scaling_group_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.auto_scaling_group_arn = Some(input.into());
self
}
/// <p>A generated unique ID for the EC2 Auto Scaling group that is associated with this
/// game server group.</p>
pub fn set_auto_scaling_group_arn(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.auto_scaling_group_arn = input;
self
}
/// <p>The current status of the game server group. Possible statuses include:</p>
/// <ul>
/// <li>
/// <p>
/// <code>NEW</code> - GameLift FleetIQ has validated the <code>CreateGameServerGroup()</code>
/// request. </p>
/// </li>
/// <li>
/// <p>
/// <code>ACTIVATING</code> - GameLift FleetIQ is setting up a game server group, which
/// includes creating an Auto Scaling group in your AWS account. </p>
/// </li>
/// <li>
/// <p>
/// <code>ACTIVE</code> - The game server group has been successfully created. </p>
/// </li>
/// <li>
/// <p>
/// <code>DELETE_SCHEDULED</code> - A request to delete the game server group has
/// been received. </p>
/// </li>
/// <li>
/// <p>
/// <code>DELETING</code> - GameLift FleetIQ has received a valid
/// <code>DeleteGameServerGroup()</code> request and is processing it. GameLift FleetIQ
/// must first complete and release hosts before it deletes the Auto Scaling group
/// and the game server group. </p>
/// </li>
/// <li>
/// <p>
/// <code>DELETED</code> - The game server group has been successfully deleted. </p>
/// </li>
/// <li>
/// <p>
/// <code>ERROR</code> - The asynchronous processes of activating or deleting a game server group
/// has failed, resulting in an error state.</p>
/// </li>
/// </ul>
pub fn status(mut self, input: crate::model::GameServerGroupStatus) -> Self {
self.status = Some(input);
self
}
/// <p>The current status of the game server group. Possible statuses include:</p>
/// <ul>
/// <li>
/// <p>
/// <code>NEW</code> - GameLift FleetIQ has validated the <code>CreateGameServerGroup()</code>
/// request. </p>
/// </li>
/// <li>
/// <p>
/// <code>ACTIVATING</code> - GameLift FleetIQ is setting up a game server group, which
/// includes creating an Auto Scaling group in your AWS account. </p>
/// </li>
/// <li>
/// <p>
/// <code>ACTIVE</code> - The game server group has been successfully created. </p>
/// </li>
/// <li>
/// <p>
/// <code>DELETE_SCHEDULED</code> - A request to delete the game server group has
/// been received. </p>
/// </li>
/// <li>
/// <p>
/// <code>DELETING</code> - GameLift FleetIQ has received a valid
/// <code>DeleteGameServerGroup()</code> request and is processing it. GameLift FleetIQ
/// must first complete and release hosts before it deletes the Auto Scaling group
/// and the game server group. </p>
/// </li>
/// <li>
/// <p>
/// <code>DELETED</code> - The game server group has been successfully deleted. </p>
/// </li>
/// <li>
/// <p>
/// <code>ERROR</code> - The asynchronous processes of activating or deleting a game server group
/// has failed, resulting in an error state.</p>
/// </li>
/// </ul>
pub fn set_status(
mut self,
input: std::option::Option<crate::model::GameServerGroupStatus>,
) -> Self {
self.status = input;
self
}
/// <p>Additional information about the current game server group status. This information
/// might provide additional insight on groups that are in <code>ERROR</code> status.</p>
pub fn status_reason(mut self, input: impl Into<std::string::String>) -> Self {
self.status_reason = Some(input.into());
self
}
/// <p>Additional information about the current game server group status. This information
/// might provide additional insight on groups that are in <code>ERROR</code> status.</p>
pub fn set_status_reason(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.status_reason = input;
self
}
/// Appends an item to `suspended_actions`.
///
/// To override the contents of this collection use [`set_suspended_actions`](Self::set_suspended_actions).
///
/// <p>A list of activities that are currently suspended for this game server group.
/// If this property is empty, all activities are occurring.</p>
pub fn suspended_actions(
mut self,
input: impl Into<crate::model::GameServerGroupAction>,
) -> Self {
let mut v = self.suspended_actions.unwrap_or_default();
v.push(input.into());
self.suspended_actions = Some(v);
self
}
/// <p>A list of activities that are currently suspended for this game server group.
/// If this property is empty, all activities are occurring.</p>
pub fn set_suspended_actions(
mut self,
input: std::option::Option<std::vec::Vec<crate::model::GameServerGroupAction>>,
) -> Self {
self.suspended_actions = input;
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.creation_time = Some(input);
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_creation_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.creation_time = input;
self
}
/// <p>A timestamp that indicates when this game server group was last updated.</p>
pub fn last_updated_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.last_updated_time = Some(input);
self
}
/// <p>A timestamp that indicates when this game server group was last updated.</p>
pub fn set_last_updated_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.last_updated_time = input;
self
}
/// Consumes the builder and constructs a [`GameServerGroup`](crate::model::GameServerGroup)
pub fn build(self) -> crate::model::GameServerGroup {
crate::model::GameServerGroup {
game_server_group_name: self.game_server_group_name,
game_server_group_arn: self.game_server_group_arn,
role_arn: self.role_arn,
instance_definitions: self.instance_definitions,
balancing_strategy: self.balancing_strategy,
game_server_protection_policy: self.game_server_protection_policy,
auto_scaling_group_arn: self.auto_scaling_group_arn,
status: self.status,
status_reason: self.status_reason,
suspended_actions: self.suspended_actions,
creation_time: self.creation_time,
last_updated_time: self.last_updated_time,
}
}
}
}
impl GameServerGroup {
/// Creates a new builder-style object to manufacture [`GameServerGroup`](crate::model::GameServerGroup)
pub fn builder() -> crate::model::game_server_group::Builder {
crate::model::game_server_group::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum GameServerGroupAction {
#[allow(missing_docs)] // documentation missing in model
ReplaceInstanceTypes,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for GameServerGroupAction {
fn from(s: &str) -> Self {
match s {
"REPLACE_INSTANCE_TYPES" => GameServerGroupAction::ReplaceInstanceTypes,
other => GameServerGroupAction::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for GameServerGroupAction {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(GameServerGroupAction::from(s))
}
}
impl GameServerGroupAction {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
GameServerGroupAction::ReplaceInstanceTypes => "REPLACE_INSTANCE_TYPES",
GameServerGroupAction::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["REPLACE_INSTANCE_TYPES"]
}
}
impl AsRef<str> for GameServerGroupAction {
fn as_ref(&self) -> &str {
self.as_str()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum GameServerGroupStatus {
#[allow(missing_docs)] // documentation missing in model
Activating,
#[allow(missing_docs)] // documentation missing in model
Active,
#[allow(missing_docs)] // documentation missing in model
Deleted,
#[allow(missing_docs)] // documentation missing in model
DeleteScheduled,
#[allow(missing_docs)] // documentation missing in model
Deleting,
#[allow(missing_docs)] // documentation missing in model
Error,
#[allow(missing_docs)] // documentation missing in model
New,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for GameServerGroupStatus {
fn from(s: &str) -> Self {
match s {
"ACTIVATING" => GameServerGroupStatus::Activating,
"ACTIVE" => GameServerGroupStatus::Active,
"DELETED" => GameServerGroupStatus::Deleted,
"DELETE_SCHEDULED" => GameServerGroupStatus::DeleteScheduled,
"DELETING" => GameServerGroupStatus::Deleting,
"ERROR" => GameServerGroupStatus::Error,
"NEW" => GameServerGroupStatus::New,
other => GameServerGroupStatus::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for GameServerGroupStatus {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(GameServerGroupStatus::from(s))
}
}
impl GameServerGroupStatus {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
GameServerGroupStatus::Activating => "ACTIVATING",
GameServerGroupStatus::Active => "ACTIVE",
GameServerGroupStatus::Deleted => "DELETED",
GameServerGroupStatus::DeleteScheduled => "DELETE_SCHEDULED",
GameServerGroupStatus::Deleting => "DELETING",
GameServerGroupStatus::Error => "ERROR",
GameServerGroupStatus::New => "NEW",
GameServerGroupStatus::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&[
"ACTIVATING",
"ACTIVE",
"DELETED",
"DELETE_SCHEDULED",
"DELETING",
"ERROR",
"NEW",
]
}
}
impl AsRef<str> for GameServerGroupStatus {
fn as_ref(&self) -> &str {
self.as_str()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum GameServerProtectionPolicy {
#[allow(missing_docs)] // documentation missing in model
FullProtection,
#[allow(missing_docs)] // documentation missing in model
NoProtection,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for GameServerProtectionPolicy {
fn from(s: &str) -> Self {
match s {
"FULL_PROTECTION" => GameServerProtectionPolicy::FullProtection,
"NO_PROTECTION" => GameServerProtectionPolicy::NoProtection,
other => GameServerProtectionPolicy::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for GameServerProtectionPolicy {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(GameServerProtectionPolicy::from(s))
}
}
impl GameServerProtectionPolicy {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
GameServerProtectionPolicy::FullProtection => "FULL_PROTECTION",
GameServerProtectionPolicy::NoProtection => "NO_PROTECTION",
GameServerProtectionPolicy::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["FULL_PROTECTION", "NO_PROTECTION"]
}
}
impl AsRef<str> for GameServerProtectionPolicy {
fn as_ref(&self) -> &str {
self.as_str()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum BalancingStrategy {
#[allow(missing_docs)] // documentation missing in model
OnDemandOnly,
#[allow(missing_docs)] // documentation missing in model
SpotOnly,
#[allow(missing_docs)] // documentation missing in model
SpotPreferred,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for BalancingStrategy {
fn from(s: &str) -> Self {
match s {
"ON_DEMAND_ONLY" => BalancingStrategy::OnDemandOnly,
"SPOT_ONLY" => BalancingStrategy::SpotOnly,
"SPOT_PREFERRED" => BalancingStrategy::SpotPreferred,
other => BalancingStrategy::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for BalancingStrategy {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(BalancingStrategy::from(s))
}
}
impl BalancingStrategy {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
BalancingStrategy::OnDemandOnly => "ON_DEMAND_ONLY",
BalancingStrategy::SpotOnly => "SPOT_ONLY",
BalancingStrategy::SpotPreferred => "SPOT_PREFERRED",
BalancingStrategy::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["ON_DEMAND_ONLY", "SPOT_ONLY", "SPOT_PREFERRED"]
}
}
impl AsRef<str> for BalancingStrategy {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>
/// <b>This data type is used with the GameLift FleetIQ and game server groups.</b>
/// </p>
/// <p>An allowed instance type for a <a>GameServerGroup</a>. All game server groups must have at least two
/// instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type
/// for viability. It then updates the Auto Scaling group with the list of viable instance
/// types.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct InstanceDefinition {
/// <p>An EC2 instance type designation.</p>
pub instance_type: std::option::Option<crate::model::GameServerGroupInstanceType>,
/// <p>Instance weighting that indicates how much this instance type contributes to the total
/// capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the
/// instance type's cost per unit hour and better identify the most cost-effective options.
/// For detailed information on weighting instance capacity, see <a href="https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html">Instance
/// Weighting</a> in the <i>Amazon EC2 Auto Scaling User Guide</i>.
/// Default value is "1".</p>
pub weighted_capacity: std::option::Option<std::string::String>,
}
impl InstanceDefinition {
/// <p>An EC2 instance type designation.</p>
pub fn instance_type(&self) -> std::option::Option<&crate::model::GameServerGroupInstanceType> {
self.instance_type.as_ref()
}
/// <p>Instance weighting that indicates how much this instance type contributes to the total
/// capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the
/// instance type's cost per unit hour and better identify the most cost-effective options.
/// For detailed information on weighting instance capacity, see <a href="https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html">Instance
/// Weighting</a> in the <i>Amazon EC2 Auto Scaling User Guide</i>.
/// Default value is "1".</p>
pub fn weighted_capacity(&self) -> std::option::Option<&str> {
self.weighted_capacity.as_deref()
}
}
impl std::fmt::Debug for InstanceDefinition {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("InstanceDefinition");
formatter.field("instance_type", &self.instance_type);
formatter.field("weighted_capacity", &self.weighted_capacity);
formatter.finish()
}
}
/// See [`InstanceDefinition`](crate::model::InstanceDefinition)
pub mod instance_definition {
/// A builder for [`InstanceDefinition`](crate::model::InstanceDefinition)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) instance_type: std::option::Option<crate::model::GameServerGroupInstanceType>,
pub(crate) weighted_capacity: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>An EC2 instance type designation.</p>
pub fn instance_type(mut self, input: crate::model::GameServerGroupInstanceType) -> Self {
self.instance_type = Some(input);
self
}
/// <p>An EC2 instance type designation.</p>
pub fn set_instance_type(
mut self,
input: std::option::Option<crate::model::GameServerGroupInstanceType>,
) -> Self {
self.instance_type = input;
self
}
/// <p>Instance weighting that indicates how much this instance type contributes to the total
/// capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the
/// instance type's cost per unit hour and better identify the most cost-effective options.
/// For detailed information on weighting instance capacity, see <a href="https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html">Instance
/// Weighting</a> in the <i>Amazon EC2 Auto Scaling User Guide</i>.
/// Default value is "1".</p>
pub fn weighted_capacity(mut self, input: impl Into<std::string::String>) -> Self {
self.weighted_capacity = Some(input.into());
self
}
/// <p>Instance weighting that indicates how much this instance type contributes to the total
/// capacity of a game server group. Instance weights are used by GameLift FleetIQ to calculate the
/// instance type's cost per unit hour and better identify the most cost-effective options.
/// For detailed information on weighting instance capacity, see <a href="https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html">Instance
/// Weighting</a> in the <i>Amazon EC2 Auto Scaling User Guide</i>.
/// Default value is "1".</p>
pub fn set_weighted_capacity(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.weighted_capacity = input;
self
}
/// Consumes the builder and constructs a [`InstanceDefinition`](crate::model::InstanceDefinition)
pub fn build(self) -> crate::model::InstanceDefinition {
crate::model::InstanceDefinition {
instance_type: self.instance_type,
weighted_capacity: self.weighted_capacity,
}
}
}
}
impl InstanceDefinition {
/// Creates a new builder-style object to manufacture [`InstanceDefinition`](crate::model::InstanceDefinition)
pub fn builder() -> crate::model::instance_definition::Builder {
crate::model::instance_definition::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum GameServerGroupInstanceType {
#[allow(missing_docs)] // documentation missing in model
C42xlarge,
#[allow(missing_docs)] // documentation missing in model
C44xlarge,
#[allow(missing_docs)] // documentation missing in model
C48xlarge,
#[allow(missing_docs)] // documentation missing in model
C4Large,
#[allow(missing_docs)] // documentation missing in model
C4Xlarge,
#[allow(missing_docs)] // documentation missing in model
C512xlarge,
#[allow(missing_docs)] // documentation missing in model
C518xlarge,
#[allow(missing_docs)] // documentation missing in model
C524xlarge,
#[allow(missing_docs)] // documentation missing in model
C52xlarge,
#[allow(missing_docs)] // documentation missing in model
C54xlarge,
#[allow(missing_docs)] // documentation missing in model
C59xlarge,
#[allow(missing_docs)] // documentation missing in model
C5Large,
#[allow(missing_docs)] // documentation missing in model
C5Xlarge,
#[allow(missing_docs)] // documentation missing in model
C5a12xlarge,
#[allow(missing_docs)] // documentation missing in model
C5a16xlarge,
#[allow(missing_docs)] // documentation missing in model
C5a24xlarge,
#[allow(missing_docs)] // documentation missing in model
C5a2xlarge,
#[allow(missing_docs)] // documentation missing in model
C5a4xlarge,
#[allow(missing_docs)] // documentation missing in model
C5a8xlarge,
#[allow(missing_docs)] // documentation missing in model
C5aLarge,
#[allow(missing_docs)] // documentation missing in model
C5aXlarge,
#[allow(missing_docs)] // documentation missing in model
C6g12xlarge,
#[allow(missing_docs)] // documentation missing in model
C6g16xlarge,
#[allow(missing_docs)] // documentation missing in model
C6g2xlarge,
#[allow(missing_docs)] // documentation missing in model
C6g4xlarge,
#[allow(missing_docs)] // documentation missing in model
C6g8xlarge,
#[allow(missing_docs)] // documentation missing in model
C6gLarge,
#[allow(missing_docs)] // documentation missing in model
C6gMedium,
#[allow(missing_docs)] // documentation missing in model
C6gXlarge,
#[allow(missing_docs)] // documentation missing in model
M410xlarge,
#[allow(missing_docs)] // documentation missing in model
M42xlarge,
#[allow(missing_docs)] // documentation missing in model
M44xlarge,
#[allow(missing_docs)] // documentation missing in model
M4Large,
#[allow(missing_docs)] // documentation missing in model
M4Xlarge,
#[allow(missing_docs)] // documentation missing in model
M512xlarge,
#[allow(missing_docs)] // documentation missing in model
M516xlarge,
#[allow(missing_docs)] // documentation missing in model
M524xlarge,
#[allow(missing_docs)] // documentation missing in model
M52xlarge,
#[allow(missing_docs)] // documentation missing in model
M54xlarge,
#[allow(missing_docs)] // documentation missing in model
M58xlarge,
#[allow(missing_docs)] // documentation missing in model
M5Large,
#[allow(missing_docs)] // documentation missing in model
M5Xlarge,
#[allow(missing_docs)] // documentation missing in model
M5a12xlarge,
#[allow(missing_docs)] // documentation missing in model
M5a16xlarge,
#[allow(missing_docs)] // documentation missing in model
M5a24xlarge,
#[allow(missing_docs)] // documentation missing in model
M5a2xlarge,
#[allow(missing_docs)] // documentation missing in model
M5a4xlarge,
#[allow(missing_docs)] // documentation missing in model
M5a8xlarge,
#[allow(missing_docs)] // documentation missing in model
M5aLarge,
#[allow(missing_docs)] // documentation missing in model
M5aXlarge,
#[allow(missing_docs)] // documentation missing in model
M6g12xlarge,
#[allow(missing_docs)] // documentation missing in model
M6g16xlarge,
#[allow(missing_docs)] // documentation missing in model
M6g2xlarge,
#[allow(missing_docs)] // documentation missing in model
M6g4xlarge,
#[allow(missing_docs)] // documentation missing in model
M6g8xlarge,
#[allow(missing_docs)] // documentation missing in model
M6gLarge,
#[allow(missing_docs)] // documentation missing in model
M6gMedium,
#[allow(missing_docs)] // documentation missing in model
M6gXlarge,
#[allow(missing_docs)] // documentation missing in model
R416xlarge,
#[allow(missing_docs)] // documentation missing in model
R42xlarge,
#[allow(missing_docs)] // documentation missing in model
R44xlarge,
#[allow(missing_docs)] // documentation missing in model
R48xlarge,
#[allow(missing_docs)] // documentation missing in model
R4Large,
#[allow(missing_docs)] // documentation missing in model
R4Xlarge,
#[allow(missing_docs)] // documentation missing in model
R512xlarge,
#[allow(missing_docs)] // documentation missing in model
R516xlarge,
#[allow(missing_docs)] // documentation missing in model
R524xlarge,
#[allow(missing_docs)] // documentation missing in model
R52xlarge,
#[allow(missing_docs)] // documentation missing in model
R54xlarge,
#[allow(missing_docs)] // documentation missing in model
R58xlarge,
#[allow(missing_docs)] // documentation missing in model
R5Large,
#[allow(missing_docs)] // documentation missing in model
R5Xlarge,
#[allow(missing_docs)] // documentation missing in model
R5a12xlarge,
#[allow(missing_docs)] // documentation missing in model
R5a16xlarge,
#[allow(missing_docs)] // documentation missing in model
R5a24xlarge,
#[allow(missing_docs)] // documentation missing in model
R5a2xlarge,
#[allow(missing_docs)] // documentation missing in model
R5a4xlarge,
#[allow(missing_docs)] // documentation missing in model
R5a8xlarge,
#[allow(missing_docs)] // documentation missing in model
R5aLarge,
#[allow(missing_docs)] // documentation missing in model
R5aXlarge,
#[allow(missing_docs)] // documentation missing in model
R6g12xlarge,
#[allow(missing_docs)] // documentation missing in model
R6g16xlarge,
#[allow(missing_docs)] // documentation missing in model
R6g2xlarge,
#[allow(missing_docs)] // documentation missing in model
R6g4xlarge,
#[allow(missing_docs)] // documentation missing in model
R6g8xlarge,
#[allow(missing_docs)] // documentation missing in model
R6gLarge,
#[allow(missing_docs)] // documentation missing in model
R6gMedium,
#[allow(missing_docs)] // documentation missing in model
R6gXlarge,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for GameServerGroupInstanceType {
fn from(s: &str) -> Self {
match s {
"c4.2xlarge" => GameServerGroupInstanceType::C42xlarge,
"c4.4xlarge" => GameServerGroupInstanceType::C44xlarge,
"c4.8xlarge" => GameServerGroupInstanceType::C48xlarge,
"c4.large" => GameServerGroupInstanceType::C4Large,
"c4.xlarge" => GameServerGroupInstanceType::C4Xlarge,
"c5.12xlarge" => GameServerGroupInstanceType::C512xlarge,
"c5.18xlarge" => GameServerGroupInstanceType::C518xlarge,
"c5.24xlarge" => GameServerGroupInstanceType::C524xlarge,
"c5.2xlarge" => GameServerGroupInstanceType::C52xlarge,
"c5.4xlarge" => GameServerGroupInstanceType::C54xlarge,
"c5.9xlarge" => GameServerGroupInstanceType::C59xlarge,
"c5.large" => GameServerGroupInstanceType::C5Large,
"c5.xlarge" => GameServerGroupInstanceType::C5Xlarge,
"c5a.12xlarge" => GameServerGroupInstanceType::C5a12xlarge,
"c5a.16xlarge" => GameServerGroupInstanceType::C5a16xlarge,
"c5a.24xlarge" => GameServerGroupInstanceType::C5a24xlarge,
"c5a.2xlarge" => GameServerGroupInstanceType::C5a2xlarge,
"c5a.4xlarge" => GameServerGroupInstanceType::C5a4xlarge,
"c5a.8xlarge" => GameServerGroupInstanceType::C5a8xlarge,
"c5a.large" => GameServerGroupInstanceType::C5aLarge,
"c5a.xlarge" => GameServerGroupInstanceType::C5aXlarge,
"c6g.12xlarge" => GameServerGroupInstanceType::C6g12xlarge,
"c6g.16xlarge" => GameServerGroupInstanceType::C6g16xlarge,
"c6g.2xlarge" => GameServerGroupInstanceType::C6g2xlarge,
"c6g.4xlarge" => GameServerGroupInstanceType::C6g4xlarge,
"c6g.8xlarge" => GameServerGroupInstanceType::C6g8xlarge,
"c6g.large" => GameServerGroupInstanceType::C6gLarge,
"c6g.medium" => GameServerGroupInstanceType::C6gMedium,
"c6g.xlarge" => GameServerGroupInstanceType::C6gXlarge,
"m4.10xlarge" => GameServerGroupInstanceType::M410xlarge,
"m4.2xlarge" => GameServerGroupInstanceType::M42xlarge,
"m4.4xlarge" => GameServerGroupInstanceType::M44xlarge,
"m4.large" => GameServerGroupInstanceType::M4Large,
"m4.xlarge" => GameServerGroupInstanceType::M4Xlarge,
"m5.12xlarge" => GameServerGroupInstanceType::M512xlarge,
"m5.16xlarge" => GameServerGroupInstanceType::M516xlarge,
"m5.24xlarge" => GameServerGroupInstanceType::M524xlarge,
"m5.2xlarge" => GameServerGroupInstanceType::M52xlarge,
"m5.4xlarge" => GameServerGroupInstanceType::M54xlarge,
"m5.8xlarge" => GameServerGroupInstanceType::M58xlarge,
"m5.large" => GameServerGroupInstanceType::M5Large,
"m5.xlarge" => GameServerGroupInstanceType::M5Xlarge,
"m5a.12xlarge" => GameServerGroupInstanceType::M5a12xlarge,
"m5a.16xlarge" => GameServerGroupInstanceType::M5a16xlarge,
"m5a.24xlarge" => GameServerGroupInstanceType::M5a24xlarge,
"m5a.2xlarge" => GameServerGroupInstanceType::M5a2xlarge,
"m5a.4xlarge" => GameServerGroupInstanceType::M5a4xlarge,
"m5a.8xlarge" => GameServerGroupInstanceType::M5a8xlarge,
"m5a.large" => GameServerGroupInstanceType::M5aLarge,
"m5a.xlarge" => GameServerGroupInstanceType::M5aXlarge,
"m6g.12xlarge" => GameServerGroupInstanceType::M6g12xlarge,
"m6g.16xlarge" => GameServerGroupInstanceType::M6g16xlarge,
"m6g.2xlarge" => GameServerGroupInstanceType::M6g2xlarge,
"m6g.4xlarge" => GameServerGroupInstanceType::M6g4xlarge,
"m6g.8xlarge" => GameServerGroupInstanceType::M6g8xlarge,
"m6g.large" => GameServerGroupInstanceType::M6gLarge,
"m6g.medium" => GameServerGroupInstanceType::M6gMedium,
"m6g.xlarge" => GameServerGroupInstanceType::M6gXlarge,
"r4.16xlarge" => GameServerGroupInstanceType::R416xlarge,
"r4.2xlarge" => GameServerGroupInstanceType::R42xlarge,
"r4.4xlarge" => GameServerGroupInstanceType::R44xlarge,
"r4.8xlarge" => GameServerGroupInstanceType::R48xlarge,
"r4.large" => GameServerGroupInstanceType::R4Large,
"r4.xlarge" => GameServerGroupInstanceType::R4Xlarge,
"r5.12xlarge" => GameServerGroupInstanceType::R512xlarge,
"r5.16xlarge" => GameServerGroupInstanceType::R516xlarge,
"r5.24xlarge" => GameServerGroupInstanceType::R524xlarge,
"r5.2xlarge" => GameServerGroupInstanceType::R52xlarge,
"r5.4xlarge" => GameServerGroupInstanceType::R54xlarge,
"r5.8xlarge" => GameServerGroupInstanceType::R58xlarge,
"r5.large" => GameServerGroupInstanceType::R5Large,
"r5.xlarge" => GameServerGroupInstanceType::R5Xlarge,
"r5a.12xlarge" => GameServerGroupInstanceType::R5a12xlarge,
"r5a.16xlarge" => GameServerGroupInstanceType::R5a16xlarge,
"r5a.24xlarge" => GameServerGroupInstanceType::R5a24xlarge,
"r5a.2xlarge" => GameServerGroupInstanceType::R5a2xlarge,
"r5a.4xlarge" => GameServerGroupInstanceType::R5a4xlarge,
"r5a.8xlarge" => GameServerGroupInstanceType::R5a8xlarge,
"r5a.large" => GameServerGroupInstanceType::R5aLarge,
"r5a.xlarge" => GameServerGroupInstanceType::R5aXlarge,
"r6g.12xlarge" => GameServerGroupInstanceType::R6g12xlarge,
"r6g.16xlarge" => GameServerGroupInstanceType::R6g16xlarge,
"r6g.2xlarge" => GameServerGroupInstanceType::R6g2xlarge,
"r6g.4xlarge" => GameServerGroupInstanceType::R6g4xlarge,
"r6g.8xlarge" => GameServerGroupInstanceType::R6g8xlarge,
"r6g.large" => GameServerGroupInstanceType::R6gLarge,
"r6g.medium" => GameServerGroupInstanceType::R6gMedium,
"r6g.xlarge" => GameServerGroupInstanceType::R6gXlarge,
other => GameServerGroupInstanceType::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for GameServerGroupInstanceType {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(GameServerGroupInstanceType::from(s))
}
}
impl GameServerGroupInstanceType {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
GameServerGroupInstanceType::C42xlarge => "c4.2xlarge",
GameServerGroupInstanceType::C44xlarge => "c4.4xlarge",
GameServerGroupInstanceType::C48xlarge => "c4.8xlarge",
GameServerGroupInstanceType::C4Large => "c4.large",
GameServerGroupInstanceType::C4Xlarge => "c4.xlarge",
GameServerGroupInstanceType::C512xlarge => "c5.12xlarge",
GameServerGroupInstanceType::C518xlarge => "c5.18xlarge",
GameServerGroupInstanceType::C524xlarge => "c5.24xlarge",
GameServerGroupInstanceType::C52xlarge => "c5.2xlarge",
GameServerGroupInstanceType::C54xlarge => "c5.4xlarge",
GameServerGroupInstanceType::C59xlarge => "c5.9xlarge",
GameServerGroupInstanceType::C5Large => "c5.large",
GameServerGroupInstanceType::C5Xlarge => "c5.xlarge",
GameServerGroupInstanceType::C5a12xlarge => "c5a.12xlarge",
GameServerGroupInstanceType::C5a16xlarge => "c5a.16xlarge",
GameServerGroupInstanceType::C5a24xlarge => "c5a.24xlarge",
GameServerGroupInstanceType::C5a2xlarge => "c5a.2xlarge",
GameServerGroupInstanceType::C5a4xlarge => "c5a.4xlarge",
GameServerGroupInstanceType::C5a8xlarge => "c5a.8xlarge",
GameServerGroupInstanceType::C5aLarge => "c5a.large",
GameServerGroupInstanceType::C5aXlarge => "c5a.xlarge",
GameServerGroupInstanceType::C6g12xlarge => "c6g.12xlarge",
GameServerGroupInstanceType::C6g16xlarge => "c6g.16xlarge",
GameServerGroupInstanceType::C6g2xlarge => "c6g.2xlarge",
GameServerGroupInstanceType::C6g4xlarge => "c6g.4xlarge",
GameServerGroupInstanceType::C6g8xlarge => "c6g.8xlarge",
GameServerGroupInstanceType::C6gLarge => "c6g.large",
GameServerGroupInstanceType::C6gMedium => "c6g.medium",
GameServerGroupInstanceType::C6gXlarge => "c6g.xlarge",
GameServerGroupInstanceType::M410xlarge => "m4.10xlarge",
GameServerGroupInstanceType::M42xlarge => "m4.2xlarge",
GameServerGroupInstanceType::M44xlarge => "m4.4xlarge",
GameServerGroupInstanceType::M4Large => "m4.large",
GameServerGroupInstanceType::M4Xlarge => "m4.xlarge",
GameServerGroupInstanceType::M512xlarge => "m5.12xlarge",
GameServerGroupInstanceType::M516xlarge => "m5.16xlarge",
GameServerGroupInstanceType::M524xlarge => "m5.24xlarge",
GameServerGroupInstanceType::M52xlarge => "m5.2xlarge",
GameServerGroupInstanceType::M54xlarge => "m5.4xlarge",
GameServerGroupInstanceType::M58xlarge => "m5.8xlarge",
GameServerGroupInstanceType::M5Large => "m5.large",
GameServerGroupInstanceType::M5Xlarge => "m5.xlarge",
GameServerGroupInstanceType::M5a12xlarge => "m5a.12xlarge",
GameServerGroupInstanceType::M5a16xlarge => "m5a.16xlarge",
GameServerGroupInstanceType::M5a24xlarge => "m5a.24xlarge",
GameServerGroupInstanceType::M5a2xlarge => "m5a.2xlarge",
GameServerGroupInstanceType::M5a4xlarge => "m5a.4xlarge",
GameServerGroupInstanceType::M5a8xlarge => "m5a.8xlarge",
GameServerGroupInstanceType::M5aLarge => "m5a.large",
GameServerGroupInstanceType::M5aXlarge => "m5a.xlarge",
GameServerGroupInstanceType::M6g12xlarge => "m6g.12xlarge",
GameServerGroupInstanceType::M6g16xlarge => "m6g.16xlarge",
GameServerGroupInstanceType::M6g2xlarge => "m6g.2xlarge",
GameServerGroupInstanceType::M6g4xlarge => "m6g.4xlarge",
GameServerGroupInstanceType::M6g8xlarge => "m6g.8xlarge",
GameServerGroupInstanceType::M6gLarge => "m6g.large",
GameServerGroupInstanceType::M6gMedium => "m6g.medium",
GameServerGroupInstanceType::M6gXlarge => "m6g.xlarge",
GameServerGroupInstanceType::R416xlarge => "r4.16xlarge",
GameServerGroupInstanceType::R42xlarge => "r4.2xlarge",
GameServerGroupInstanceType::R44xlarge => "r4.4xlarge",
GameServerGroupInstanceType::R48xlarge => "r4.8xlarge",
GameServerGroupInstanceType::R4Large => "r4.large",
GameServerGroupInstanceType::R4Xlarge => "r4.xlarge",
GameServerGroupInstanceType::R512xlarge => "r5.12xlarge",
GameServerGroupInstanceType::R516xlarge => "r5.16xlarge",
GameServerGroupInstanceType::R524xlarge => "r5.24xlarge",
GameServerGroupInstanceType::R52xlarge => "r5.2xlarge",
GameServerGroupInstanceType::R54xlarge => "r5.4xlarge",
GameServerGroupInstanceType::R58xlarge => "r5.8xlarge",
GameServerGroupInstanceType::R5Large => "r5.large",
GameServerGroupInstanceType::R5Xlarge => "r5.xlarge",
GameServerGroupInstanceType::R5a12xlarge => "r5a.12xlarge",
GameServerGroupInstanceType::R5a16xlarge => "r5a.16xlarge",
GameServerGroupInstanceType::R5a24xlarge => "r5a.24xlarge",
GameServerGroupInstanceType::R5a2xlarge => "r5a.2xlarge",
GameServerGroupInstanceType::R5a4xlarge => "r5a.4xlarge",
GameServerGroupInstanceType::R5a8xlarge => "r5a.8xlarge",
GameServerGroupInstanceType::R5aLarge => "r5a.large",
GameServerGroupInstanceType::R5aXlarge => "r5a.xlarge",
GameServerGroupInstanceType::R6g12xlarge => "r6g.12xlarge",
GameServerGroupInstanceType::R6g16xlarge => "r6g.16xlarge",
GameServerGroupInstanceType::R6g2xlarge => "r6g.2xlarge",
GameServerGroupInstanceType::R6g4xlarge => "r6g.4xlarge",
GameServerGroupInstanceType::R6g8xlarge => "r6g.8xlarge",
GameServerGroupInstanceType::R6gLarge => "r6g.large",
GameServerGroupInstanceType::R6gMedium => "r6g.medium",
GameServerGroupInstanceType::R6gXlarge => "r6g.xlarge",
GameServerGroupInstanceType::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&[
"c4.2xlarge",
"c4.4xlarge",
"c4.8xlarge",
"c4.large",
"c4.xlarge",
"c5.12xlarge",
"c5.18xlarge",
"c5.24xlarge",
"c5.2xlarge",
"c5.4xlarge",
"c5.9xlarge",
"c5.large",
"c5.xlarge",
"c5a.12xlarge",
"c5a.16xlarge",
"c5a.24xlarge",
"c5a.2xlarge",
"c5a.4xlarge",
"c5a.8xlarge",
"c5a.large",
"c5a.xlarge",
"c6g.12xlarge",
"c6g.16xlarge",
"c6g.2xlarge",
"c6g.4xlarge",
"c6g.8xlarge",
"c6g.large",
"c6g.medium",
"c6g.xlarge",
"m4.10xlarge",
"m4.2xlarge",
"m4.4xlarge",
"m4.large",
"m4.xlarge",
"m5.12xlarge",
"m5.16xlarge",
"m5.24xlarge",
"m5.2xlarge",
"m5.4xlarge",
"m5.8xlarge",
"m5.large",
"m5.xlarge",
"m5a.12xlarge",
"m5a.16xlarge",
"m5a.24xlarge",
"m5a.2xlarge",
"m5a.4xlarge",
"m5a.8xlarge",
"m5a.large",
"m5a.xlarge",
"m6g.12xlarge",
"m6g.16xlarge",
"m6g.2xlarge",
"m6g.4xlarge",
"m6g.8xlarge",
"m6g.large",
"m6g.medium",
"m6g.xlarge",
"r4.16xlarge",
"r4.2xlarge",
"r4.4xlarge",
"r4.8xlarge",
"r4.large",
"r4.xlarge",
"r5.12xlarge",
"r5.16xlarge",
"r5.24xlarge",
"r5.2xlarge",
"r5.4xlarge",
"r5.8xlarge",
"r5.large",
"r5.xlarge",
"r5a.12xlarge",
"r5a.16xlarge",
"r5a.24xlarge",
"r5a.2xlarge",
"r5a.4xlarge",
"r5a.8xlarge",
"r5a.large",
"r5a.xlarge",
"r6g.12xlarge",
"r6g.16xlarge",
"r6g.2xlarge",
"r6g.4xlarge",
"r6g.8xlarge",
"r6g.large",
"r6g.medium",
"r6g.xlarge",
]
}
}
impl AsRef<str> for GameServerGroupInstanceType {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>
/// <b>This data type is used with the GameLift FleetIQ and game server groups.</b>
/// </p>
/// <p>Properties describing a game server that is running on an instance in a <a>GameServerGroup</a>. </p>
/// <p>A game server is created by a successful call to <code>RegisterGameServer</code> and
/// deleted by calling <code>DeregisterGameServer</code>. A game server is claimed to host a
/// game session by calling <code>ClaimGameServer</code>. </p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>RegisterGameServer</a> |
/// <a>ListGameServers</a> |
/// <a>ClaimGameServer</a> |
/// <a>DescribeGameServer</a> |
/// <a>UpdateGameServer</a> |
/// <a>DeregisterGameServer</a> |
/// <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html">All APIs by task</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct GameServer {
/// <p>A unique identifier for the game server group where the game server is running.
/// Use either the <a>GameServerGroup</a> name or ARN value.</p>
pub game_server_group_name: std::option::Option<std::string::String>,
/// <p>The ARN identifier for the game server group where the game server is located.</p>
pub game_server_group_arn: std::option::Option<std::string::String>,
/// <p>A custom string that uniquely identifies the game server. Game server IDs are
/// developer-defined and are unique across all game server groups in an AWS
/// account.</p>
pub game_server_id: std::option::Option<std::string::String>,
/// <p>The unique identifier for the instance where the game server is running. This ID is
/// available in the instance metadata. EC2 instance IDs
/// use a 17-character format, for example: <code>i-1234567890abcdef0</code>.</p>
pub instance_id: std::option::Option<std::string::String>,
/// <p>The port and IP address that must be used to establish a client connection to the game server.</p>
pub connection_info: std::option::Option<std::string::String>,
/// <p>A set of custom game server properties, formatted as a single string value. This data
/// is passed to a game client or service when it requests information on game servers using
/// <a>ListGameServers</a> or <a>ClaimGameServer</a>.</p>
pub game_server_data: std::option::Option<std::string::String>,
/// <p>Indicates when an available game server has been reserved for gameplay but has not yet
/// started hosting a game. Once it is claimed, the game server remains in
/// <code>CLAIMED</code> status for a maximum of one minute. During this time, game
/// clients connect to the game server to start the game and trigger the game server to
/// update its utilization status. After one minute, the game server claim status reverts to
/// null.</p>
pub claim_status: std::option::Option<crate::model::GameServerClaimStatus>,
/// <p>Indicates whether the game server is currently available for new games or is busy. Possible statuses include:</p>
/// <ul>
/// <li>
/// <p>
/// <code>AVAILABLE</code> - The game server is available to be claimed. A game server that has
/// been claimed remains in this status until it reports game hosting activity. </p>
/// </li>
/// <li>
/// <p>
/// <code>UTILIZED</code> - The game server is currently hosting a game session with players. </p>
/// </li>
/// </ul>
pub utilization_status: std::option::Option<crate::model::GameServerUtilizationStatus>,
/// <p>Timestamp that indicates when the game server was created with a <a>RegisterGameServer</a> request. The format is a number expressed in Unix
/// time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub registration_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>Timestamp that indicates the last time the game server was claimed with a <a>ClaimGameServer</a> request. The format is a number expressed in Unix time
/// as milliseconds (for example <code>"1469498468.057"</code>). This value is used to
/// calculate when a claimed game server's status should revert to null.</p>
pub last_claim_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>Timestamp that indicates the last time the game server was updated with health status
/// using an <a>UpdateGameServer</a> request. The format is a number expressed in
/// Unix time as milliseconds (for example <code>"1469498468.057"</code>). After game server
/// registration, this property is only changed when a game server update specifies a health
/// check value.</p>
pub last_health_check_time: std::option::Option<aws_smithy_types::DateTime>,
}
impl GameServer {
/// <p>A unique identifier for the game server group where the game server is running.
/// Use either the <a>GameServerGroup</a> name or ARN value.</p>
pub fn game_server_group_name(&self) -> std::option::Option<&str> {
self.game_server_group_name.as_deref()
}
/// <p>The ARN identifier for the game server group where the game server is located.</p>
pub fn game_server_group_arn(&self) -> std::option::Option<&str> {
self.game_server_group_arn.as_deref()
}
/// <p>A custom string that uniquely identifies the game server. Game server IDs are
/// developer-defined and are unique across all game server groups in an AWS
/// account.</p>
pub fn game_server_id(&self) -> std::option::Option<&str> {
self.game_server_id.as_deref()
}
/// <p>The unique identifier for the instance where the game server is running. This ID is
/// available in the instance metadata. EC2 instance IDs
/// use a 17-character format, for example: <code>i-1234567890abcdef0</code>.</p>
pub fn instance_id(&self) -> std::option::Option<&str> {
self.instance_id.as_deref()
}
/// <p>The port and IP address that must be used to establish a client connection to the game server.</p>
pub fn connection_info(&self) -> std::option::Option<&str> {
self.connection_info.as_deref()
}
/// <p>A set of custom game server properties, formatted as a single string value. This data
/// is passed to a game client or service when it requests information on game servers using
/// <a>ListGameServers</a> or <a>ClaimGameServer</a>.</p>
pub fn game_server_data(&self) -> std::option::Option<&str> {
self.game_server_data.as_deref()
}
/// <p>Indicates when an available game server has been reserved for gameplay but has not yet
/// started hosting a game. Once it is claimed, the game server remains in
/// <code>CLAIMED</code> status for a maximum of one minute. During this time, game
/// clients connect to the game server to start the game and trigger the game server to
/// update its utilization status. After one minute, the game server claim status reverts to
/// null.</p>
pub fn claim_status(&self) -> std::option::Option<&crate::model::GameServerClaimStatus> {
self.claim_status.as_ref()
}
/// <p>Indicates whether the game server is currently available for new games or is busy. Possible statuses include:</p>
/// <ul>
/// <li>
/// <p>
/// <code>AVAILABLE</code> - The game server is available to be claimed. A game server that has
/// been claimed remains in this status until it reports game hosting activity. </p>
/// </li>
/// <li>
/// <p>
/// <code>UTILIZED</code> - The game server is currently hosting a game session with players. </p>
/// </li>
/// </ul>
pub fn utilization_status(
&self,
) -> std::option::Option<&crate::model::GameServerUtilizationStatus> {
self.utilization_status.as_ref()
}
/// <p>Timestamp that indicates when the game server was created with a <a>RegisterGameServer</a> request. The format is a number expressed in Unix
/// time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn registration_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.registration_time.as_ref()
}
/// <p>Timestamp that indicates the last time the game server was claimed with a <a>ClaimGameServer</a> request. The format is a number expressed in Unix time
/// as milliseconds (for example <code>"1469498468.057"</code>). This value is used to
/// calculate when a claimed game server's status should revert to null.</p>
pub fn last_claim_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.last_claim_time.as_ref()
}
/// <p>Timestamp that indicates the last time the game server was updated with health status
/// using an <a>UpdateGameServer</a> request. The format is a number expressed in
/// Unix time as milliseconds (for example <code>"1469498468.057"</code>). After game server
/// registration, this property is only changed when a game server update specifies a health
/// check value.</p>
pub fn last_health_check_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.last_health_check_time.as_ref()
}
}
impl std::fmt::Debug for GameServer {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("GameServer");
formatter.field("game_server_group_name", &self.game_server_group_name);
formatter.field("game_server_group_arn", &self.game_server_group_arn);
formatter.field("game_server_id", &self.game_server_id);
formatter.field("instance_id", &self.instance_id);
formatter.field("connection_info", &self.connection_info);
formatter.field("game_server_data", &self.game_server_data);
formatter.field("claim_status", &self.claim_status);
formatter.field("utilization_status", &self.utilization_status);
formatter.field("registration_time", &self.registration_time);
formatter.field("last_claim_time", &self.last_claim_time);
formatter.field("last_health_check_time", &self.last_health_check_time);
formatter.finish()
}
}
/// See [`GameServer`](crate::model::GameServer)
pub mod game_server {
/// A builder for [`GameServer`](crate::model::GameServer)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) game_server_group_name: std::option::Option<std::string::String>,
pub(crate) game_server_group_arn: std::option::Option<std::string::String>,
pub(crate) game_server_id: std::option::Option<std::string::String>,
pub(crate) instance_id: std::option::Option<std::string::String>,
pub(crate) connection_info: std::option::Option<std::string::String>,
pub(crate) game_server_data: std::option::Option<std::string::String>,
pub(crate) claim_status: std::option::Option<crate::model::GameServerClaimStatus>,
pub(crate) utilization_status:
std::option::Option<crate::model::GameServerUtilizationStatus>,
pub(crate) registration_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) last_claim_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) last_health_check_time: std::option::Option<aws_smithy_types::DateTime>,
}
impl Builder {
/// <p>A unique identifier for the game server group where the game server is running.
/// Use either the <a>GameServerGroup</a> name or ARN value.</p>
pub fn game_server_group_name(mut self, input: impl Into<std::string::String>) -> Self {
self.game_server_group_name = Some(input.into());
self
}
/// <p>A unique identifier for the game server group where the game server is running.
/// Use either the <a>GameServerGroup</a> name or ARN value.</p>
pub fn set_game_server_group_name(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_server_group_name = input;
self
}
/// <p>The ARN identifier for the game server group where the game server is located.</p>
pub fn game_server_group_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.game_server_group_arn = Some(input.into());
self
}
/// <p>The ARN identifier for the game server group where the game server is located.</p>
pub fn set_game_server_group_arn(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_server_group_arn = input;
self
}
/// <p>A custom string that uniquely identifies the game server. Game server IDs are
/// developer-defined and are unique across all game server groups in an AWS
/// account.</p>
pub fn game_server_id(mut self, input: impl Into<std::string::String>) -> Self {
self.game_server_id = Some(input.into());
self
}
/// <p>A custom string that uniquely identifies the game server. Game server IDs are
/// developer-defined and are unique across all game server groups in an AWS
/// account.</p>
pub fn set_game_server_id(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_server_id = input;
self
}
/// <p>The unique identifier for the instance where the game server is running. This ID is
/// available in the instance metadata. EC2 instance IDs
/// use a 17-character format, for example: <code>i-1234567890abcdef0</code>.</p>
pub fn instance_id(mut self, input: impl Into<std::string::String>) -> Self {
self.instance_id = Some(input.into());
self
}
/// <p>The unique identifier for the instance where the game server is running. This ID is
/// available in the instance metadata. EC2 instance IDs
/// use a 17-character format, for example: <code>i-1234567890abcdef0</code>.</p>
pub fn set_instance_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.instance_id = input;
self
}
/// <p>The port and IP address that must be used to establish a client connection to the game server.</p>
pub fn connection_info(mut self, input: impl Into<std::string::String>) -> Self {
self.connection_info = Some(input.into());
self
}
/// <p>The port and IP address that must be used to establish a client connection to the game server.</p>
pub fn set_connection_info(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.connection_info = input;
self
}
/// <p>A set of custom game server properties, formatted as a single string value. This data
/// is passed to a game client or service when it requests information on game servers using
/// <a>ListGameServers</a> or <a>ClaimGameServer</a>.</p>
pub fn game_server_data(mut self, input: impl Into<std::string::String>) -> Self {
self.game_server_data = Some(input.into());
self
}
/// <p>A set of custom game server properties, formatted as a single string value. This data
/// is passed to a game client or service when it requests information on game servers using
/// <a>ListGameServers</a> or <a>ClaimGameServer</a>.</p>
pub fn set_game_server_data(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_server_data = input;
self
}
/// <p>Indicates when an available game server has been reserved for gameplay but has not yet
/// started hosting a game. Once it is claimed, the game server remains in
/// <code>CLAIMED</code> status for a maximum of one minute. During this time, game
/// clients connect to the game server to start the game and trigger the game server to
/// update its utilization status. After one minute, the game server claim status reverts to
/// null.</p>
pub fn claim_status(mut self, input: crate::model::GameServerClaimStatus) -> Self {
self.claim_status = Some(input);
self
}
/// <p>Indicates when an available game server has been reserved for gameplay but has not yet
/// started hosting a game. Once it is claimed, the game server remains in
/// <code>CLAIMED</code> status for a maximum of one minute. During this time, game
/// clients connect to the game server to start the game and trigger the game server to
/// update its utilization status. After one minute, the game server claim status reverts to
/// null.</p>
pub fn set_claim_status(
mut self,
input: std::option::Option<crate::model::GameServerClaimStatus>,
) -> Self {
self.claim_status = input;
self
}
/// <p>Indicates whether the game server is currently available for new games or is busy. Possible statuses include:</p>
/// <ul>
/// <li>
/// <p>
/// <code>AVAILABLE</code> - The game server is available to be claimed. A game server that has
/// been claimed remains in this status until it reports game hosting activity. </p>
/// </li>
/// <li>
/// <p>
/// <code>UTILIZED</code> - The game server is currently hosting a game session with players. </p>
/// </li>
/// </ul>
pub fn utilization_status(
mut self,
input: crate::model::GameServerUtilizationStatus,
) -> Self {
self.utilization_status = Some(input);
self
}
/// <p>Indicates whether the game server is currently available for new games or is busy. Possible statuses include:</p>
/// <ul>
/// <li>
/// <p>
/// <code>AVAILABLE</code> - The game server is available to be claimed. A game server that has
/// been claimed remains in this status until it reports game hosting activity. </p>
/// </li>
/// <li>
/// <p>
/// <code>UTILIZED</code> - The game server is currently hosting a game session with players. </p>
/// </li>
/// </ul>
pub fn set_utilization_status(
mut self,
input: std::option::Option<crate::model::GameServerUtilizationStatus>,
) -> Self {
self.utilization_status = input;
self
}
/// <p>Timestamp that indicates when the game server was created with a <a>RegisterGameServer</a> request. The format is a number expressed in Unix
/// time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn registration_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.registration_time = Some(input);
self
}
/// <p>Timestamp that indicates when the game server was created with a <a>RegisterGameServer</a> request. The format is a number expressed in Unix
/// time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_registration_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.registration_time = input;
self
}
/// <p>Timestamp that indicates the last time the game server was claimed with a <a>ClaimGameServer</a> request. The format is a number expressed in Unix time
/// as milliseconds (for example <code>"1469498468.057"</code>). This value is used to
/// calculate when a claimed game server's status should revert to null.</p>
pub fn last_claim_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.last_claim_time = Some(input);
self
}
/// <p>Timestamp that indicates the last time the game server was claimed with a <a>ClaimGameServer</a> request. The format is a number expressed in Unix time
/// as milliseconds (for example <code>"1469498468.057"</code>). This value is used to
/// calculate when a claimed game server's status should revert to null.</p>
pub fn set_last_claim_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.last_claim_time = input;
self
}
/// <p>Timestamp that indicates the last time the game server was updated with health status
/// using an <a>UpdateGameServer</a> request. The format is a number expressed in
/// Unix time as milliseconds (for example <code>"1469498468.057"</code>). After game server
/// registration, this property is only changed when a game server update specifies a health
/// check value.</p>
pub fn last_health_check_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.last_health_check_time = Some(input);
self
}
/// <p>Timestamp that indicates the last time the game server was updated with health status
/// using an <a>UpdateGameServer</a> request. The format is a number expressed in
/// Unix time as milliseconds (for example <code>"1469498468.057"</code>). After game server
/// registration, this property is only changed when a game server update specifies a health
/// check value.</p>
pub fn set_last_health_check_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.last_health_check_time = input;
self
}
/// Consumes the builder and constructs a [`GameServer`](crate::model::GameServer)
pub fn build(self) -> crate::model::GameServer {
crate::model::GameServer {
game_server_group_name: self.game_server_group_name,
game_server_group_arn: self.game_server_group_arn,
game_server_id: self.game_server_id,
instance_id: self.instance_id,
connection_info: self.connection_info,
game_server_data: self.game_server_data,
claim_status: self.claim_status,
utilization_status: self.utilization_status,
registration_time: self.registration_time,
last_claim_time: self.last_claim_time,
last_health_check_time: self.last_health_check_time,
}
}
}
}
impl GameServer {
/// Creates a new builder-style object to manufacture [`GameServer`](crate::model::GameServer)
pub fn builder() -> crate::model::game_server::Builder {
crate::model::game_server::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum GameServerUtilizationStatus {
#[allow(missing_docs)] // documentation missing in model
Available,
#[allow(missing_docs)] // documentation missing in model
Utilized,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for GameServerUtilizationStatus {
fn from(s: &str) -> Self {
match s {
"AVAILABLE" => GameServerUtilizationStatus::Available,
"UTILIZED" => GameServerUtilizationStatus::Utilized,
other => GameServerUtilizationStatus::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for GameServerUtilizationStatus {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(GameServerUtilizationStatus::from(s))
}
}
impl GameServerUtilizationStatus {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
GameServerUtilizationStatus::Available => "AVAILABLE",
GameServerUtilizationStatus::Utilized => "UTILIZED",
GameServerUtilizationStatus::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["AVAILABLE", "UTILIZED"]
}
}
impl AsRef<str> for GameServerUtilizationStatus {
fn as_ref(&self) -> &str {
self.as_str()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum GameServerClaimStatus {
#[allow(missing_docs)] // documentation missing in model
Claimed,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for GameServerClaimStatus {
fn from(s: &str) -> Self {
match s {
"CLAIMED" => GameServerClaimStatus::Claimed,
other => GameServerClaimStatus::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for GameServerClaimStatus {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(GameServerClaimStatus::from(s))
}
}
impl GameServerClaimStatus {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
GameServerClaimStatus::Claimed => "CLAIMED",
GameServerClaimStatus::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["CLAIMED"]
}
}
impl AsRef<str> for GameServerClaimStatus {
fn as_ref(&self) -> &str {
self.as_str()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum GameServerHealthCheck {
#[allow(missing_docs)] // documentation missing in model
Healthy,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for GameServerHealthCheck {
fn from(s: &str) -> Self {
match s {
"HEALTHY" => GameServerHealthCheck::Healthy,
other => GameServerHealthCheck::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for GameServerHealthCheck {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(GameServerHealthCheck::from(s))
}
}
impl GameServerHealthCheck {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
GameServerHealthCheck::Healthy => "HEALTHY",
GameServerHealthCheck::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["HEALTHY"]
}
}
impl AsRef<str> for GameServerHealthCheck {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>A range of IP addresses and port settings that allow inbound traffic to connect to
/// server processes on an instance in a fleet. New game sessions are assigned an IP
/// address/port number combination, which must fall into the fleet's allowed ranges. Fleets
/// with custom game builds must have permissions explicitly set. For Realtime Servers fleets, GameLift
/// automatically opens two port ranges, one for TCP messaging and one for UDP.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>DescribeFleetPortSettings</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct IpPermission {
/// <p>A starting value for a range of allowed port numbers.</p>
pub from_port: std::option::Option<i32>,
/// <p>An ending value for a range of allowed port numbers. Port numbers are end-inclusive.
/// This value must be higher than <code>FromPort</code>.</p>
pub to_port: std::option::Option<i32>,
/// <p>A range of allowed IP addresses. This value must be expressed in CIDR notation.
/// Example: "<code>000.000.000.000/[subnet mask]</code>" or optionally the shortened
/// version "<code>0.0.0.0/[subnet mask]</code>".</p>
pub ip_range: std::option::Option<std::string::String>,
/// <p>The network communication protocol used by the fleet.</p>
pub protocol: std::option::Option<crate::model::IpProtocol>,
}
impl IpPermission {
/// <p>A starting value for a range of allowed port numbers.</p>
pub fn from_port(&self) -> std::option::Option<i32> {
self.from_port
}
/// <p>An ending value for a range of allowed port numbers. Port numbers are end-inclusive.
/// This value must be higher than <code>FromPort</code>.</p>
pub fn to_port(&self) -> std::option::Option<i32> {
self.to_port
}
/// <p>A range of allowed IP addresses. This value must be expressed in CIDR notation.
/// Example: "<code>000.000.000.000/[subnet mask]</code>" or optionally the shortened
/// version "<code>0.0.0.0/[subnet mask]</code>".</p>
pub fn ip_range(&self) -> std::option::Option<&str> {
self.ip_range.as_deref()
}
/// <p>The network communication protocol used by the fleet.</p>
pub fn protocol(&self) -> std::option::Option<&crate::model::IpProtocol> {
self.protocol.as_ref()
}
}
impl std::fmt::Debug for IpPermission {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("IpPermission");
formatter.field("from_port", &self.from_port);
formatter.field("to_port", &self.to_port);
formatter.field("ip_range", &self.ip_range);
formatter.field("protocol", &self.protocol);
formatter.finish()
}
}
/// See [`IpPermission`](crate::model::IpPermission)
pub mod ip_permission {
/// A builder for [`IpPermission`](crate::model::IpPermission)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) from_port: std::option::Option<i32>,
pub(crate) to_port: std::option::Option<i32>,
pub(crate) ip_range: std::option::Option<std::string::String>,
pub(crate) protocol: std::option::Option<crate::model::IpProtocol>,
}
impl Builder {
/// <p>A starting value for a range of allowed port numbers.</p>
pub fn from_port(mut self, input: i32) -> Self {
self.from_port = Some(input);
self
}
/// <p>A starting value for a range of allowed port numbers.</p>
pub fn set_from_port(mut self, input: std::option::Option<i32>) -> Self {
self.from_port = input;
self
}
/// <p>An ending value for a range of allowed port numbers. Port numbers are end-inclusive.
/// This value must be higher than <code>FromPort</code>.</p>
pub fn to_port(mut self, input: i32) -> Self {
self.to_port = Some(input);
self
}
/// <p>An ending value for a range of allowed port numbers. Port numbers are end-inclusive.
/// This value must be higher than <code>FromPort</code>.</p>
pub fn set_to_port(mut self, input: std::option::Option<i32>) -> Self {
self.to_port = input;
self
}
/// <p>A range of allowed IP addresses. This value must be expressed in CIDR notation.
/// Example: "<code>000.000.000.000/[subnet mask]</code>" or optionally the shortened
/// version "<code>0.0.0.0/[subnet mask]</code>".</p>
pub fn ip_range(mut self, input: impl Into<std::string::String>) -> Self {
self.ip_range = Some(input.into());
self
}
/// <p>A range of allowed IP addresses. This value must be expressed in CIDR notation.
/// Example: "<code>000.000.000.000/[subnet mask]</code>" or optionally the shortened
/// version "<code>0.0.0.0/[subnet mask]</code>".</p>
pub fn set_ip_range(mut self, input: std::option::Option<std::string::String>) -> Self {
self.ip_range = input;
self
}
/// <p>The network communication protocol used by the fleet.</p>
pub fn protocol(mut self, input: crate::model::IpProtocol) -> Self {
self.protocol = Some(input);
self
}
/// <p>The network communication protocol used by the fleet.</p>
pub fn set_protocol(
mut self,
input: std::option::Option<crate::model::IpProtocol>,
) -> Self {
self.protocol = input;
self
}
/// Consumes the builder and constructs a [`IpPermission`](crate::model::IpPermission)
pub fn build(self) -> crate::model::IpPermission {
crate::model::IpPermission {
from_port: self.from_port,
to_port: self.to_port,
ip_range: self.ip_range,
protocol: self.protocol,
}
}
}
}
impl IpPermission {
/// Creates a new builder-style object to manufacture [`IpPermission`](crate::model::IpPermission)
pub fn builder() -> crate::model::ip_permission::Builder {
crate::model::ip_permission::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum IpProtocol {
#[allow(missing_docs)] // documentation missing in model
Tcp,
#[allow(missing_docs)] // documentation missing in model
Udp,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for IpProtocol {
fn from(s: &str) -> Self {
match s {
"TCP" => IpProtocol::Tcp,
"UDP" => IpProtocol::Udp,
other => IpProtocol::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for IpProtocol {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(IpProtocol::from(s))
}
}
impl IpProtocol {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
IpProtocol::Tcp => "TCP",
IpProtocol::Udp => "UDP",
IpProtocol::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["TCP", "UDP"]
}
}
impl AsRef<str> for IpProtocol {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>A policy that puts limits on the number of game sessions that a player can create
/// within a specified span of time. With this policy, you can control players' ability to
/// consume available resources.</p>
/// <p>The policy is evaluated when a player tries to create a new game session. On receiving
/// a <code>CreateGameSession</code> request, GameLift checks that the player (identified by
/// <code>CreatorId</code>) has created fewer than game session limit in the specified
/// time period.</p>
/// <p>The resource creation limit policy is included in <a>FleetAttributes</a>.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct ResourceCreationLimitPolicy {
/// <p>The maximum number of game sessions that an individual can create during the policy
/// period. </p>
pub new_game_sessions_per_creator: std::option::Option<i32>,
/// <p>The time span used in evaluating the resource creation limit policy. </p>
pub policy_period_in_minutes: std::option::Option<i32>,
}
impl ResourceCreationLimitPolicy {
/// <p>The maximum number of game sessions that an individual can create during the policy
/// period. </p>
pub fn new_game_sessions_per_creator(&self) -> std::option::Option<i32> {
self.new_game_sessions_per_creator
}
/// <p>The time span used in evaluating the resource creation limit policy. </p>
pub fn policy_period_in_minutes(&self) -> std::option::Option<i32> {
self.policy_period_in_minutes
}
}
impl std::fmt::Debug for ResourceCreationLimitPolicy {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("ResourceCreationLimitPolicy");
formatter.field(
"new_game_sessions_per_creator",
&self.new_game_sessions_per_creator,
);
formatter.field("policy_period_in_minutes", &self.policy_period_in_minutes);
formatter.finish()
}
}
/// See [`ResourceCreationLimitPolicy`](crate::model::ResourceCreationLimitPolicy)
pub mod resource_creation_limit_policy {
/// A builder for [`ResourceCreationLimitPolicy`](crate::model::ResourceCreationLimitPolicy)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) new_game_sessions_per_creator: std::option::Option<i32>,
pub(crate) policy_period_in_minutes: std::option::Option<i32>,
}
impl Builder {
/// <p>The maximum number of game sessions that an individual can create during the policy
/// period. </p>
pub fn new_game_sessions_per_creator(mut self, input: i32) -> Self {
self.new_game_sessions_per_creator = Some(input);
self
}
/// <p>The maximum number of game sessions that an individual can create during the policy
/// period. </p>
pub fn set_new_game_sessions_per_creator(
mut self,
input: std::option::Option<i32>,
) -> Self {
self.new_game_sessions_per_creator = input;
self
}
/// <p>The time span used in evaluating the resource creation limit policy. </p>
pub fn policy_period_in_minutes(mut self, input: i32) -> Self {
self.policy_period_in_minutes = Some(input);
self
}
/// <p>The time span used in evaluating the resource creation limit policy. </p>
pub fn set_policy_period_in_minutes(mut self, input: std::option::Option<i32>) -> Self {
self.policy_period_in_minutes = input;
self
}
/// Consumes the builder and constructs a [`ResourceCreationLimitPolicy`](crate::model::ResourceCreationLimitPolicy)
pub fn build(self) -> crate::model::ResourceCreationLimitPolicy {
crate::model::ResourceCreationLimitPolicy {
new_game_sessions_per_creator: self.new_game_sessions_per_creator,
policy_period_in_minutes: self.policy_period_in_minutes,
}
}
}
}
impl ResourceCreationLimitPolicy {
/// Creates a new builder-style object to manufacture [`ResourceCreationLimitPolicy`](crate::model::ResourceCreationLimitPolicy)
pub fn builder() -> crate::model::resource_creation_limit_policy::Builder {
crate::model::resource_creation_limit_policy::Builder::default()
}
}
/// <p>Properties describing a custom game build.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>CreateBuild</a> |
/// <a>ListBuilds</a> |
/// <a>DescribeBuild</a> |
/// <a>UpdateBuild</a> |
/// <a>DeleteBuild</a> |
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct Build {
/// <p>A unique identifier for the build.</p>
pub build_id: std::option::Option<std::string::String>,
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. In a GameLift build ARN, the resource ID matches the
/// <i>BuildId</i> value.</p>
pub build_arn: std::option::Option<std::string::String>,
/// <p>A descriptive label that is associated with a build. Build names do not need to be unique. It can be set using <a>CreateBuild</a> or <a>UpdateBuild</a>.</p>
pub name: std::option::Option<std::string::String>,
/// <p>Version information that is associated with a build or script. Version strings do not need to be unique. This value can be set using <a>CreateBuild</a> or <a>UpdateBuild</a>.</p>
pub version: std::option::Option<std::string::String>,
/// <p>Current status of the build.</p>
/// <p>Possible build statuses include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <b>INITIALIZED</b> -- A new build has been defined,
/// but no files have been uploaded. You cannot create fleets for builds that are in
/// this status. When a build is successfully created, the build status is set to
/// this value. </p>
/// </li>
/// <li>
/// <p>
/// <b>READY</b> -- The game build has been successfully
/// uploaded. You can now create new fleets for this build.</p>
/// </li>
/// <li>
/// <p>
/// <b>FAILED</b> -- The game build upload failed. You
/// cannot create new fleets for this build. </p>
/// </li>
/// </ul>
pub status: std::option::Option<crate::model::BuildStatus>,
/// <p>File size of the uploaded game build, expressed in bytes. When the build status is
/// <code>INITIALIZED</code>, this value is 0.</p>
pub size_on_disk: std::option::Option<i64>,
/// <p>Operating system that the game server binaries are built to run on. This value
/// determines the type of fleet resources that you can use for this build.</p>
pub operating_system: std::option::Option<crate::model::OperatingSystem>,
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub creation_time: std::option::Option<aws_smithy_types::DateTime>,
}
impl Build {
/// <p>A unique identifier for the build.</p>
pub fn build_id(&self) -> std::option::Option<&str> {
self.build_id.as_deref()
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. In a GameLift build ARN, the resource ID matches the
/// <i>BuildId</i> value.</p>
pub fn build_arn(&self) -> std::option::Option<&str> {
self.build_arn.as_deref()
}
/// <p>A descriptive label that is associated with a build. Build names do not need to be unique. It can be set using <a>CreateBuild</a> or <a>UpdateBuild</a>.</p>
pub fn name(&self) -> std::option::Option<&str> {
self.name.as_deref()
}
/// <p>Version information that is associated with a build or script. Version strings do not need to be unique. This value can be set using <a>CreateBuild</a> or <a>UpdateBuild</a>.</p>
pub fn version(&self) -> std::option::Option<&str> {
self.version.as_deref()
}
/// <p>Current status of the build.</p>
/// <p>Possible build statuses include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <b>INITIALIZED</b> -- A new build has been defined,
/// but no files have been uploaded. You cannot create fleets for builds that are in
/// this status. When a build is successfully created, the build status is set to
/// this value. </p>
/// </li>
/// <li>
/// <p>
/// <b>READY</b> -- The game build has been successfully
/// uploaded. You can now create new fleets for this build.</p>
/// </li>
/// <li>
/// <p>
/// <b>FAILED</b> -- The game build upload failed. You
/// cannot create new fleets for this build. </p>
/// </li>
/// </ul>
pub fn status(&self) -> std::option::Option<&crate::model::BuildStatus> {
self.status.as_ref()
}
/// <p>File size of the uploaded game build, expressed in bytes. When the build status is
/// <code>INITIALIZED</code>, this value is 0.</p>
pub fn size_on_disk(&self) -> std::option::Option<i64> {
self.size_on_disk
}
/// <p>Operating system that the game server binaries are built to run on. This value
/// determines the type of fleet resources that you can use for this build.</p>
pub fn operating_system(&self) -> std::option::Option<&crate::model::OperatingSystem> {
self.operating_system.as_ref()
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.creation_time.as_ref()
}
}
impl std::fmt::Debug for Build {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("Build");
formatter.field("build_id", &self.build_id);
formatter.field("build_arn", &self.build_arn);
formatter.field("name", &self.name);
formatter.field("version", &self.version);
formatter.field("status", &self.status);
formatter.field("size_on_disk", &self.size_on_disk);
formatter.field("operating_system", &self.operating_system);
formatter.field("creation_time", &self.creation_time);
formatter.finish()
}
}
/// See [`Build`](crate::model::Build)
pub mod build {
/// A builder for [`Build`](crate::model::Build)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) build_id: std::option::Option<std::string::String>,
pub(crate) build_arn: std::option::Option<std::string::String>,
pub(crate) name: std::option::Option<std::string::String>,
pub(crate) version: std::option::Option<std::string::String>,
pub(crate) status: std::option::Option<crate::model::BuildStatus>,
pub(crate) size_on_disk: std::option::Option<i64>,
pub(crate) operating_system: std::option::Option<crate::model::OperatingSystem>,
pub(crate) creation_time: std::option::Option<aws_smithy_types::DateTime>,
}
impl Builder {
/// <p>A unique identifier for the build.</p>
pub fn build_id(mut self, input: impl Into<std::string::String>) -> Self {
self.build_id = Some(input.into());
self
}
/// <p>A unique identifier for the build.</p>
pub fn set_build_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.build_id = input;
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. In a GameLift build ARN, the resource ID matches the
/// <i>BuildId</i> value.</p>
pub fn build_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.build_arn = Some(input.into());
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. In a GameLift build ARN, the resource ID matches the
/// <i>BuildId</i> value.</p>
pub fn set_build_arn(mut self, input: std::option::Option<std::string::String>) -> Self {
self.build_arn = input;
self
}
/// <p>A descriptive label that is associated with a build. Build names do not need to be unique. It can be set using <a>CreateBuild</a> or <a>UpdateBuild</a>.</p>
pub fn name(mut self, input: impl Into<std::string::String>) -> Self {
self.name = Some(input.into());
self
}
/// <p>A descriptive label that is associated with a build. Build names do not need to be unique. It can be set using <a>CreateBuild</a> or <a>UpdateBuild</a>.</p>
pub fn set_name(mut self, input: std::option::Option<std::string::String>) -> Self {
self.name = input;
self
}
/// <p>Version information that is associated with a build or script. Version strings do not need to be unique. This value can be set using <a>CreateBuild</a> or <a>UpdateBuild</a>.</p>
pub fn version(mut self, input: impl Into<std::string::String>) -> Self {
self.version = Some(input.into());
self
}
/// <p>Version information that is associated with a build or script. Version strings do not need to be unique. This value can be set using <a>CreateBuild</a> or <a>UpdateBuild</a>.</p>
pub fn set_version(mut self, input: std::option::Option<std::string::String>) -> Self {
self.version = input;
self
}
/// <p>Current status of the build.</p>
/// <p>Possible build statuses include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <b>INITIALIZED</b> -- A new build has been defined,
/// but no files have been uploaded. You cannot create fleets for builds that are in
/// this status. When a build is successfully created, the build status is set to
/// this value. </p>
/// </li>
/// <li>
/// <p>
/// <b>READY</b> -- The game build has been successfully
/// uploaded. You can now create new fleets for this build.</p>
/// </li>
/// <li>
/// <p>
/// <b>FAILED</b> -- The game build upload failed. You
/// cannot create new fleets for this build. </p>
/// </li>
/// </ul>
pub fn status(mut self, input: crate::model::BuildStatus) -> Self {
self.status = Some(input);
self
}
/// <p>Current status of the build.</p>
/// <p>Possible build statuses include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <b>INITIALIZED</b> -- A new build has been defined,
/// but no files have been uploaded. You cannot create fleets for builds that are in
/// this status. When a build is successfully created, the build status is set to
/// this value. </p>
/// </li>
/// <li>
/// <p>
/// <b>READY</b> -- The game build has been successfully
/// uploaded. You can now create new fleets for this build.</p>
/// </li>
/// <li>
/// <p>
/// <b>FAILED</b> -- The game build upload failed. You
/// cannot create new fleets for this build. </p>
/// </li>
/// </ul>
pub fn set_status(mut self, input: std::option::Option<crate::model::BuildStatus>) -> Self {
self.status = input;
self
}
/// <p>File size of the uploaded game build, expressed in bytes. When the build status is
/// <code>INITIALIZED</code>, this value is 0.</p>
pub fn size_on_disk(mut self, input: i64) -> Self {
self.size_on_disk = Some(input);
self
}
/// <p>File size of the uploaded game build, expressed in bytes. When the build status is
/// <code>INITIALIZED</code>, this value is 0.</p>
pub fn set_size_on_disk(mut self, input: std::option::Option<i64>) -> Self {
self.size_on_disk = input;
self
}
/// <p>Operating system that the game server binaries are built to run on. This value
/// determines the type of fleet resources that you can use for this build.</p>
pub fn operating_system(mut self, input: crate::model::OperatingSystem) -> Self {
self.operating_system = Some(input);
self
}
/// <p>Operating system that the game server binaries are built to run on. This value
/// determines the type of fleet resources that you can use for this build.</p>
pub fn set_operating_system(
mut self,
input: std::option::Option<crate::model::OperatingSystem>,
) -> Self {
self.operating_system = input;
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.creation_time = Some(input);
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_creation_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.creation_time = input;
self
}
/// Consumes the builder and constructs a [`Build`](crate::model::Build)
pub fn build(self) -> crate::model::Build {
crate::model::Build {
build_id: self.build_id,
build_arn: self.build_arn,
name: self.name,
version: self.version,
status: self.status,
size_on_disk: self.size_on_disk,
operating_system: self.operating_system,
creation_time: self.creation_time,
}
}
}
}
impl Build {
/// Creates a new builder-style object to manufacture [`Build`](crate::model::Build)
pub fn builder() -> crate::model::build::Builder {
crate::model::build::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum OperatingSystem {
#[allow(missing_docs)] // documentation missing in model
AmazonLinux,
#[allow(missing_docs)] // documentation missing in model
AmazonLinux2,
#[allow(missing_docs)] // documentation missing in model
Windows2012,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for OperatingSystem {
fn from(s: &str) -> Self {
match s {
"AMAZON_LINUX" => OperatingSystem::AmazonLinux,
"AMAZON_LINUX_2" => OperatingSystem::AmazonLinux2,
"WINDOWS_2012" => OperatingSystem::Windows2012,
other => OperatingSystem::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for OperatingSystem {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(OperatingSystem::from(s))
}
}
impl OperatingSystem {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
OperatingSystem::AmazonLinux => "AMAZON_LINUX",
OperatingSystem::AmazonLinux2 => "AMAZON_LINUX_2",
OperatingSystem::Windows2012 => "WINDOWS_2012",
OperatingSystem::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["AMAZON_LINUX", "AMAZON_LINUX_2", "WINDOWS_2012"]
}
}
impl AsRef<str> for OperatingSystem {
fn as_ref(&self) -> &str {
self.as_str()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum BuildStatus {
#[allow(missing_docs)] // documentation missing in model
Failed,
#[allow(missing_docs)] // documentation missing in model
Initialized,
#[allow(missing_docs)] // documentation missing in model
Ready,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for BuildStatus {
fn from(s: &str) -> Self {
match s {
"FAILED" => BuildStatus::Failed,
"INITIALIZED" => BuildStatus::Initialized,
"READY" => BuildStatus::Ready,
other => BuildStatus::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for BuildStatus {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(BuildStatus::from(s))
}
}
impl BuildStatus {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
BuildStatus::Failed => "FAILED",
BuildStatus::Initialized => "INITIALIZED",
BuildStatus::Ready => "READY",
BuildStatus::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["FAILED", "INITIALIZED", "READY"]
}
}
impl AsRef<str> for BuildStatus {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>Properties that describe an alias resource.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>CreateAlias</a> |
/// <a>ListAliases</a> |
/// <a>DescribeAlias</a> |
/// <a>UpdateAlias</a> |
/// <a>DeleteAlias</a> |
/// <a>ResolveAlias</a> |
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct Alias {
/// <p>A unique identifier for the alias. Alias IDs are unique within a Region.</p>
pub alias_id: std::option::Option<std::string::String>,
/// <p>A descriptive label that is associated with an alias. Alias names do not need to be unique.</p>
pub name: std::option::Option<std::string::String>,
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift alias resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. In a GameLift alias ARN, the resource ID matches the alias ID value.</p>
pub alias_arn: std::option::Option<std::string::String>,
/// <p>A human-readable description of an alias.</p>
pub description: std::option::Option<std::string::String>,
/// <p>The routing configuration, including routing type and fleet target, for the alias. </p>
pub routing_strategy: std::option::Option<crate::model::RoutingStrategy>,
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub creation_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub last_updated_time: std::option::Option<aws_smithy_types::DateTime>,
}
impl Alias {
/// <p>A unique identifier for the alias. Alias IDs are unique within a Region.</p>
pub fn alias_id(&self) -> std::option::Option<&str> {
self.alias_id.as_deref()
}
/// <p>A descriptive label that is associated with an alias. Alias names do not need to be unique.</p>
pub fn name(&self) -> std::option::Option<&str> {
self.name.as_deref()
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift alias resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. In a GameLift alias ARN, the resource ID matches the alias ID value.</p>
pub fn alias_arn(&self) -> std::option::Option<&str> {
self.alias_arn.as_deref()
}
/// <p>A human-readable description of an alias.</p>
pub fn description(&self) -> std::option::Option<&str> {
self.description.as_deref()
}
/// <p>The routing configuration, including routing type and fleet target, for the alias. </p>
pub fn routing_strategy(&self) -> std::option::Option<&crate::model::RoutingStrategy> {
self.routing_strategy.as_ref()
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.creation_time.as_ref()
}
/// <p>The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn last_updated_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.last_updated_time.as_ref()
}
}
impl std::fmt::Debug for Alias {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("Alias");
formatter.field("alias_id", &self.alias_id);
formatter.field("name", &self.name);
formatter.field("alias_arn", &self.alias_arn);
formatter.field("description", &self.description);
formatter.field("routing_strategy", &self.routing_strategy);
formatter.field("creation_time", &self.creation_time);
formatter.field("last_updated_time", &self.last_updated_time);
formatter.finish()
}
}
/// See [`Alias`](crate::model::Alias)
pub mod alias {
/// A builder for [`Alias`](crate::model::Alias)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) alias_id: std::option::Option<std::string::String>,
pub(crate) name: std::option::Option<std::string::String>,
pub(crate) alias_arn: std::option::Option<std::string::String>,
pub(crate) description: std::option::Option<std::string::String>,
pub(crate) routing_strategy: std::option::Option<crate::model::RoutingStrategy>,
pub(crate) creation_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) last_updated_time: std::option::Option<aws_smithy_types::DateTime>,
}
impl Builder {
/// <p>A unique identifier for the alias. Alias IDs are unique within a Region.</p>
pub fn alias_id(mut self, input: impl Into<std::string::String>) -> Self {
self.alias_id = Some(input.into());
self
}
/// <p>A unique identifier for the alias. Alias IDs are unique within a Region.</p>
pub fn set_alias_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.alias_id = input;
self
}
/// <p>A descriptive label that is associated with an alias. Alias names do not need to be unique.</p>
pub fn name(mut self, input: impl Into<std::string::String>) -> Self {
self.name = Some(input.into());
self
}
/// <p>A descriptive label that is associated with an alias. Alias names do not need to be unique.</p>
pub fn set_name(mut self, input: std::option::Option<std::string::String>) -> Self {
self.name = input;
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift alias resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. In a GameLift alias ARN, the resource ID matches the alias ID value.</p>
pub fn alias_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.alias_arn = Some(input.into());
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift alias resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. In a GameLift alias ARN, the resource ID matches the alias ID value.</p>
pub fn set_alias_arn(mut self, input: std::option::Option<std::string::String>) -> Self {
self.alias_arn = input;
self
}
/// <p>A human-readable description of an alias.</p>
pub fn description(mut self, input: impl Into<std::string::String>) -> Self {
self.description = Some(input.into());
self
}
/// <p>A human-readable description of an alias.</p>
pub fn set_description(mut self, input: std::option::Option<std::string::String>) -> Self {
self.description = input;
self
}
/// <p>The routing configuration, including routing type and fleet target, for the alias. </p>
pub fn routing_strategy(mut self, input: crate::model::RoutingStrategy) -> Self {
self.routing_strategy = Some(input);
self
}
/// <p>The routing configuration, including routing type and fleet target, for the alias. </p>
pub fn set_routing_strategy(
mut self,
input: std::option::Option<crate::model::RoutingStrategy>,
) -> Self {
self.routing_strategy = input;
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.creation_time = Some(input);
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_creation_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.creation_time = input;
self
}
/// <p>The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn last_updated_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.last_updated_time = Some(input);
self
}
/// <p>The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_last_updated_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.last_updated_time = input;
self
}
/// Consumes the builder and constructs a [`Alias`](crate::model::Alias)
pub fn build(self) -> crate::model::Alias {
crate::model::Alias {
alias_id: self.alias_id,
name: self.name,
alias_arn: self.alias_arn,
description: self.description,
routing_strategy: self.routing_strategy,
creation_time: self.creation_time,
last_updated_time: self.last_updated_time,
}
}
}
}
impl Alias {
/// Creates a new builder-style object to manufacture [`Alias`](crate::model::Alias)
pub fn builder() -> crate::model::alias::Builder {
crate::model::alias::Builder::default()
}
}
/// <p>The routing configuration for a fleet alias.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>CreateAlias</a> |
/// <a>ListAliases</a> |
/// <a>DescribeAlias</a> |
/// <a>UpdateAlias</a> |
/// <a>DeleteAlias</a> |
/// <a>ResolveAlias</a> |
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct RoutingStrategy {
/// <p>The type of routing strategy for the alias.</p>
/// <p>Possible routing types include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <b>SIMPLE</b> - The alias resolves to one specific
/// fleet. Use this type when routing to active fleets.</p>
/// </li>
/// <li>
/// <p>
/// <b>TERMINAL</b> - The alias does not resolve to a
/// fleet but instead can be used to display a message to the user. A terminal alias
/// throws a TerminalRoutingStrategyException with the <a>RoutingStrategy</a> message embedded.</p>
/// </li>
/// </ul>
pub r#type: std::option::Option<crate::model::RoutingStrategyType>,
/// <p>A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.</p>
pub fleet_id: std::option::Option<std::string::String>,
/// <p>The message text to be used with a terminal routing strategy.</p>
pub message: std::option::Option<std::string::String>,
}
impl RoutingStrategy {
/// <p>The type of routing strategy for the alias.</p>
/// <p>Possible routing types include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <b>SIMPLE</b> - The alias resolves to one specific
/// fleet. Use this type when routing to active fleets.</p>
/// </li>
/// <li>
/// <p>
/// <b>TERMINAL</b> - The alias does not resolve to a
/// fleet but instead can be used to display a message to the user. A terminal alias
/// throws a TerminalRoutingStrategyException with the <a>RoutingStrategy</a> message embedded.</p>
/// </li>
/// </ul>
pub fn r#type(&self) -> std::option::Option<&crate::model::RoutingStrategyType> {
self.r#type.as_ref()
}
/// <p>A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.</p>
pub fn fleet_id(&self) -> std::option::Option<&str> {
self.fleet_id.as_deref()
}
/// <p>The message text to be used with a terminal routing strategy.</p>
pub fn message(&self) -> std::option::Option<&str> {
self.message.as_deref()
}
}
impl std::fmt::Debug for RoutingStrategy {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("RoutingStrategy");
formatter.field("r#type", &self.r#type);
formatter.field("fleet_id", &self.fleet_id);
formatter.field("message", &self.message);
formatter.finish()
}
}
/// See [`RoutingStrategy`](crate::model::RoutingStrategy)
pub mod routing_strategy {
/// A builder for [`RoutingStrategy`](crate::model::RoutingStrategy)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) r#type: std::option::Option<crate::model::RoutingStrategyType>,
pub(crate) fleet_id: std::option::Option<std::string::String>,
pub(crate) message: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>The type of routing strategy for the alias.</p>
/// <p>Possible routing types include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <b>SIMPLE</b> - The alias resolves to one specific
/// fleet. Use this type when routing to active fleets.</p>
/// </li>
/// <li>
/// <p>
/// <b>TERMINAL</b> - The alias does not resolve to a
/// fleet but instead can be used to display a message to the user. A terminal alias
/// throws a TerminalRoutingStrategyException with the <a>RoutingStrategy</a> message embedded.</p>
/// </li>
/// </ul>
pub fn r#type(mut self, input: crate::model::RoutingStrategyType) -> Self {
self.r#type = Some(input);
self
}
/// <p>The type of routing strategy for the alias.</p>
/// <p>Possible routing types include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <b>SIMPLE</b> - The alias resolves to one specific
/// fleet. Use this type when routing to active fleets.</p>
/// </li>
/// <li>
/// <p>
/// <b>TERMINAL</b> - The alias does not resolve to a
/// fleet but instead can be used to display a message to the user. A terminal alias
/// throws a TerminalRoutingStrategyException with the <a>RoutingStrategy</a> message embedded.</p>
/// </li>
/// </ul>
pub fn set_type(
mut self,
input: std::option::Option<crate::model::RoutingStrategyType>,
) -> Self {
self.r#type = input;
self
}
/// <p>A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.</p>
pub fn fleet_id(mut self, input: impl Into<std::string::String>) -> Self {
self.fleet_id = Some(input.into());
self
}
/// <p>A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.</p>
pub fn set_fleet_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.fleet_id = input;
self
}
/// <p>The message text to be used with a terminal routing strategy.</p>
pub fn message(mut self, input: impl Into<std::string::String>) -> Self {
self.message = Some(input.into());
self
}
/// <p>The message text to be used with a terminal routing strategy.</p>
pub fn set_message(mut self, input: std::option::Option<std::string::String>) -> Self {
self.message = input;
self
}
/// Consumes the builder and constructs a [`RoutingStrategy`](crate::model::RoutingStrategy)
pub fn build(self) -> crate::model::RoutingStrategy {
crate::model::RoutingStrategy {
r#type: self.r#type,
fleet_id: self.fleet_id,
message: self.message,
}
}
}
}
impl RoutingStrategy {
/// Creates a new builder-style object to manufacture [`RoutingStrategy`](crate::model::RoutingStrategy)
pub fn builder() -> crate::model::routing_strategy::Builder {
crate::model::routing_strategy::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum RoutingStrategyType {
#[allow(missing_docs)] // documentation missing in model
Simple,
#[allow(missing_docs)] // documentation missing in model
Terminal,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for RoutingStrategyType {
fn from(s: &str) -> Self {
match s {
"SIMPLE" => RoutingStrategyType::Simple,
"TERMINAL" => RoutingStrategyType::Terminal,
other => RoutingStrategyType::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for RoutingStrategyType {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(RoutingStrategyType::from(s))
}
}
impl RoutingStrategyType {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
RoutingStrategyType::Simple => "SIMPLE",
RoutingStrategyType::Terminal => "TERMINAL",
RoutingStrategyType::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["SIMPLE", "TERMINAL"]
}
}
impl AsRef<str> for RoutingStrategyType {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>
/// A label that can be assigned to a GameLift resource.
/// </p>
/// <p>
/// <b>Learn more</b>
/// </p>
/// <p>
/// <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html">Tagging AWS Resources</a> in the
/// <i>AWS General Reference</i>
/// </p>
/// <p>
/// <a href="http://aws.amazon.com/answers/account-management/aws-tagging-strategies/">
/// AWS Tagging Strategies</a>
/// </p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>TagResource</a> |
/// <a>UntagResource</a> |
/// <a>ListTagsForResource</a> |
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct Tag {
/// <p>
/// The key for a developer-defined key:value pair for tagging an AWS resource.
/// </p>
pub key: std::option::Option<std::string::String>,
/// <p>
/// The value for a developer-defined key:value pair for tagging an AWS resource.
/// </p>
pub value: std::option::Option<std::string::String>,
}
impl Tag {
/// <p>
/// The key for a developer-defined key:value pair for tagging an AWS resource.
/// </p>
pub fn key(&self) -> std::option::Option<&str> {
self.key.as_deref()
}
/// <p>
/// The value for a developer-defined key:value pair for tagging an AWS resource.
/// </p>
pub fn value(&self) -> std::option::Option<&str> {
self.value.as_deref()
}
}
impl std::fmt::Debug for Tag {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("Tag");
formatter.field("key", &self.key);
formatter.field("value", &self.value);
formatter.finish()
}
}
/// See [`Tag`](crate::model::Tag)
pub mod tag {
/// A builder for [`Tag`](crate::model::Tag)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) key: std::option::Option<std::string::String>,
pub(crate) value: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>
/// The key for a developer-defined key:value pair for tagging an AWS resource.
/// </p>
pub fn key(mut self, input: impl Into<std::string::String>) -> Self {
self.key = Some(input.into());
self
}
/// <p>
/// The key for a developer-defined key:value pair for tagging an AWS resource.
/// </p>
pub fn set_key(mut self, input: std::option::Option<std::string::String>) -> Self {
self.key = input;
self
}
/// <p>
/// The value for a developer-defined key:value pair for tagging an AWS resource.
/// </p>
pub fn value(mut self, input: impl Into<std::string::String>) -> Self {
self.value = Some(input.into());
self
}
/// <p>
/// The value for a developer-defined key:value pair for tagging an AWS resource.
/// </p>
pub fn set_value(mut self, input: std::option::Option<std::string::String>) -> Self {
self.value = input;
self
}
/// Consumes the builder and constructs a [`Tag`](crate::model::Tag)
pub fn build(self) -> crate::model::Tag {
crate::model::Tag {
key: self.key,
value: self.value,
}
}
}
}
impl Tag {
/// Creates a new builder-style object to manufacture [`Tag`](crate::model::Tag)
pub fn builder() -> crate::model::tag::Builder {
crate::model::tag::Builder::default()
}
}
/// <p>Object that describes a <a>StartGameSessionPlacement</a> request. This
/// object includes the full details of the original request plus the current status and
/// start/end time stamps.</p>
/// <p>Game session placement-related operations include:</p>
/// <ul>
/// <li>
/// <p>
/// <a>StartGameSessionPlacement</a>
/// </p>
/// </li>
/// <li>
/// <p>
/// <a>DescribeGameSessionPlacement</a>
/// </p>
/// </li>
/// <li>
/// <p>
/// <a>StopGameSessionPlacement</a>
/// </p>
/// </li>
/// </ul>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct GameSessionPlacement {
/// <p>A unique identifier for a game session placement.</p>
pub placement_id: std::option::Option<std::string::String>,
/// <p>A descriptive label that is associated with game session queue. Queue names must be unique within each Region.</p>
pub game_session_queue_name: std::option::Option<std::string::String>,
/// <p>Current status of the game session placement request.</p>
/// <ul>
/// <li>
/// <p>
/// <b>PENDING</b> -- The placement request is currently
/// in the queue waiting to be processed.</p>
/// </li>
/// <li>
/// <p>
/// <b>FULFILLED</b> -- A new game session and player
/// sessions (if requested) have been successfully created. Values for
/// <i>GameSessionArn</i> and
/// <i>GameSessionRegion</i> are available. </p>
/// </li>
/// <li>
/// <p>
/// <b>CANCELLED</b> -- The placement request was canceled
/// with a call to <a>StopGameSessionPlacement</a>.</p>
/// </li>
/// <li>
/// <p>
/// <b>TIMED_OUT</b> -- A new game session was not
/// successfully created before the time limit expired. You can resubmit the
/// placement request as needed.</p>
/// </li>
/// <li>
/// <p>
/// <b>FAILED</b> -- GameLift is not able to complete the
/// process of placing the game session. Common reasons are the
/// game session terminated before the placement process was completed, or an unexpected
/// internal error.</p>
/// </li>
/// </ul>
pub status: std::option::Option<crate::model::GameSessionPlacementState>,
/// <p>A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session (see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a Game Session</a>).</p>
pub game_properties: std::option::Option<std::vec::Vec<crate::model::GameProperty>>,
/// <p>The maximum number of players that can be connected simultaneously to the game session.</p>
pub maximum_player_session_count: std::option::Option<i32>,
/// <p>A descriptive label that is associated with a game session. Session names do not need to be unique.</p>
pub game_session_name: std::option::Option<std::string::String>,
/// <p>A unique identifier for the game session. This value is set once the new game session is placed (placement status is
/// <code>FULFILLED</code>).</p>
pub game_session_id: std::option::Option<std::string::String>,
/// <p>Identifier for the game session created by this placement request. This value is
/// set once the new game session is placed (placement status is <code>FULFILLED</code>).
/// This identifier is unique across all Regions. You can use this value as a
/// <code>GameSessionId</code> value as needed.</p>
pub game_session_arn: std::option::Option<std::string::String>,
/// <p>Name of the Region where the game session created by this placement request is
/// running. This value is set once the new game session is placed (placement status is
/// <code>FULFILLED</code>).</p>
pub game_session_region: std::option::Option<std::string::String>,
/// <p>A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.</p>
pub player_latencies: std::option::Option<std::vec::Vec<crate::model::PlayerLatency>>,
/// <p>Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub start_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>Time stamp indicating when this request was completed, canceled, or timed
/// out.</p>
pub end_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is
/// <code>FULFILLED</code>). </p>
pub ip_address: std::option::Option<std::string::String>,
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub dns_name: std::option::Option<std::string::String>,
/// <p>The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is
/// <code>FULFILLED</code>).</p>
pub port: std::option::Option<i32>,
/// <p>A collection of information on player sessions created in response to the game
/// session placement request. These player sessions are created only once a new game
/// session is successfully placed (placement status is <code>FULFILLED</code>). This
/// information includes the player ID (as provided in the placement request) and the
/// corresponding player session ID. Retrieve full player sessions by calling <a>DescribePlayerSessions</a> with the player session ID.</p>
pub placed_player_sessions:
std::option::Option<std::vec::Vec<crate::model::PlacedPlayerSession>>,
/// <p>A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session (see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a Game Session</a>).</p>
pub game_session_data: std::option::Option<std::string::String>,
/// <p>Information on the matchmaking process for this game. Data is in JSON syntax,
/// formatted as a string. It identifies the matchmaking configuration used to create the
/// match, and contains data on all players assigned to the match, including player
/// attributes and team assignments. For more details on matchmaker data, see <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match
/// Data</a>.</p>
pub matchmaker_data: std::option::Option<std::string::String>,
}
impl GameSessionPlacement {
/// <p>A unique identifier for a game session placement.</p>
pub fn placement_id(&self) -> std::option::Option<&str> {
self.placement_id.as_deref()
}
/// <p>A descriptive label that is associated with game session queue. Queue names must be unique within each Region.</p>
pub fn game_session_queue_name(&self) -> std::option::Option<&str> {
self.game_session_queue_name.as_deref()
}
/// <p>Current status of the game session placement request.</p>
/// <ul>
/// <li>
/// <p>
/// <b>PENDING</b> -- The placement request is currently
/// in the queue waiting to be processed.</p>
/// </li>
/// <li>
/// <p>
/// <b>FULFILLED</b> -- A new game session and player
/// sessions (if requested) have been successfully created. Values for
/// <i>GameSessionArn</i> and
/// <i>GameSessionRegion</i> are available. </p>
/// </li>
/// <li>
/// <p>
/// <b>CANCELLED</b> -- The placement request was canceled
/// with a call to <a>StopGameSessionPlacement</a>.</p>
/// </li>
/// <li>
/// <p>
/// <b>TIMED_OUT</b> -- A new game session was not
/// successfully created before the time limit expired. You can resubmit the
/// placement request as needed.</p>
/// </li>
/// <li>
/// <p>
/// <b>FAILED</b> -- GameLift is not able to complete the
/// process of placing the game session. Common reasons are the
/// game session terminated before the placement process was completed, or an unexpected
/// internal error.</p>
/// </li>
/// </ul>
pub fn status(&self) -> std::option::Option<&crate::model::GameSessionPlacementState> {
self.status.as_ref()
}
/// <p>A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session (see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a Game Session</a>).</p>
pub fn game_properties(&self) -> std::option::Option<&[crate::model::GameProperty]> {
self.game_properties.as_deref()
}
/// <p>The maximum number of players that can be connected simultaneously to the game session.</p>
pub fn maximum_player_session_count(&self) -> std::option::Option<i32> {
self.maximum_player_session_count
}
/// <p>A descriptive label that is associated with a game session. Session names do not need to be unique.</p>
pub fn game_session_name(&self) -> std::option::Option<&str> {
self.game_session_name.as_deref()
}
/// <p>A unique identifier for the game session. This value is set once the new game session is placed (placement status is
/// <code>FULFILLED</code>).</p>
pub fn game_session_id(&self) -> std::option::Option<&str> {
self.game_session_id.as_deref()
}
/// <p>Identifier for the game session created by this placement request. This value is
/// set once the new game session is placed (placement status is <code>FULFILLED</code>).
/// This identifier is unique across all Regions. You can use this value as a
/// <code>GameSessionId</code> value as needed.</p>
pub fn game_session_arn(&self) -> std::option::Option<&str> {
self.game_session_arn.as_deref()
}
/// <p>Name of the Region where the game session created by this placement request is
/// running. This value is set once the new game session is placed (placement status is
/// <code>FULFILLED</code>).</p>
pub fn game_session_region(&self) -> std::option::Option<&str> {
self.game_session_region.as_deref()
}
/// <p>A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.</p>
pub fn player_latencies(&self) -> std::option::Option<&[crate::model::PlayerLatency]> {
self.player_latencies.as_deref()
}
/// <p>Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn start_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.start_time.as_ref()
}
/// <p>Time stamp indicating when this request was completed, canceled, or timed
/// out.</p>
pub fn end_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.end_time.as_ref()
}
/// <p>The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is
/// <code>FULFILLED</code>). </p>
pub fn ip_address(&self) -> std::option::Option<&str> {
self.ip_address.as_deref()
}
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub fn dns_name(&self) -> std::option::Option<&str> {
self.dns_name.as_deref()
}
/// <p>The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is
/// <code>FULFILLED</code>).</p>
pub fn port(&self) -> std::option::Option<i32> {
self.port
}
/// <p>A collection of information on player sessions created in response to the game
/// session placement request. These player sessions are created only once a new game
/// session is successfully placed (placement status is <code>FULFILLED</code>). This
/// information includes the player ID (as provided in the placement request) and the
/// corresponding player session ID. Retrieve full player sessions by calling <a>DescribePlayerSessions</a> with the player session ID.</p>
pub fn placed_player_sessions(
&self,
) -> std::option::Option<&[crate::model::PlacedPlayerSession]> {
self.placed_player_sessions.as_deref()
}
/// <p>A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session (see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a Game Session</a>).</p>
pub fn game_session_data(&self) -> std::option::Option<&str> {
self.game_session_data.as_deref()
}
/// <p>Information on the matchmaking process for this game. Data is in JSON syntax,
/// formatted as a string. It identifies the matchmaking configuration used to create the
/// match, and contains data on all players assigned to the match, including player
/// attributes and team assignments. For more details on matchmaker data, see <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match
/// Data</a>.</p>
pub fn matchmaker_data(&self) -> std::option::Option<&str> {
self.matchmaker_data.as_deref()
}
}
impl std::fmt::Debug for GameSessionPlacement {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("GameSessionPlacement");
formatter.field("placement_id", &self.placement_id);
formatter.field("game_session_queue_name", &self.game_session_queue_name);
formatter.field("status", &self.status);
formatter.field("game_properties", &self.game_properties);
formatter.field(
"maximum_player_session_count",
&self.maximum_player_session_count,
);
formatter.field("game_session_name", &self.game_session_name);
formatter.field("game_session_id", &self.game_session_id);
formatter.field("game_session_arn", &self.game_session_arn);
formatter.field("game_session_region", &self.game_session_region);
formatter.field("player_latencies", &self.player_latencies);
formatter.field("start_time", &self.start_time);
formatter.field("end_time", &self.end_time);
formatter.field("ip_address", &self.ip_address);
formatter.field("dns_name", &self.dns_name);
formatter.field("port", &self.port);
formatter.field("placed_player_sessions", &self.placed_player_sessions);
formatter.field("game_session_data", &self.game_session_data);
formatter.field("matchmaker_data", &self.matchmaker_data);
formatter.finish()
}
}
/// See [`GameSessionPlacement`](crate::model::GameSessionPlacement)
pub mod game_session_placement {
/// A builder for [`GameSessionPlacement`](crate::model::GameSessionPlacement)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) placement_id: std::option::Option<std::string::String>,
pub(crate) game_session_queue_name: std::option::Option<std::string::String>,
pub(crate) status: std::option::Option<crate::model::GameSessionPlacementState>,
pub(crate) game_properties: std::option::Option<std::vec::Vec<crate::model::GameProperty>>,
pub(crate) maximum_player_session_count: std::option::Option<i32>,
pub(crate) game_session_name: std::option::Option<std::string::String>,
pub(crate) game_session_id: std::option::Option<std::string::String>,
pub(crate) game_session_arn: std::option::Option<std::string::String>,
pub(crate) game_session_region: std::option::Option<std::string::String>,
pub(crate) player_latencies:
std::option::Option<std::vec::Vec<crate::model::PlayerLatency>>,
pub(crate) start_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) end_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) ip_address: std::option::Option<std::string::String>,
pub(crate) dns_name: std::option::Option<std::string::String>,
pub(crate) port: std::option::Option<i32>,
pub(crate) placed_player_sessions:
std::option::Option<std::vec::Vec<crate::model::PlacedPlayerSession>>,
pub(crate) game_session_data: std::option::Option<std::string::String>,
pub(crate) matchmaker_data: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>A unique identifier for a game session placement.</p>
pub fn placement_id(mut self, input: impl Into<std::string::String>) -> Self {
self.placement_id = Some(input.into());
self
}
/// <p>A unique identifier for a game session placement.</p>
pub fn set_placement_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.placement_id = input;
self
}
/// <p>A descriptive label that is associated with game session queue. Queue names must be unique within each Region.</p>
pub fn game_session_queue_name(mut self, input: impl Into<std::string::String>) -> Self {
self.game_session_queue_name = Some(input.into());
self
}
/// <p>A descriptive label that is associated with game session queue. Queue names must be unique within each Region.</p>
pub fn set_game_session_queue_name(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_session_queue_name = input;
self
}
/// <p>Current status of the game session placement request.</p>
/// <ul>
/// <li>
/// <p>
/// <b>PENDING</b> -- The placement request is currently
/// in the queue waiting to be processed.</p>
/// </li>
/// <li>
/// <p>
/// <b>FULFILLED</b> -- A new game session and player
/// sessions (if requested) have been successfully created. Values for
/// <i>GameSessionArn</i> and
/// <i>GameSessionRegion</i> are available. </p>
/// </li>
/// <li>
/// <p>
/// <b>CANCELLED</b> -- The placement request was canceled
/// with a call to <a>StopGameSessionPlacement</a>.</p>
/// </li>
/// <li>
/// <p>
/// <b>TIMED_OUT</b> -- A new game session was not
/// successfully created before the time limit expired. You can resubmit the
/// placement request as needed.</p>
/// </li>
/// <li>
/// <p>
/// <b>FAILED</b> -- GameLift is not able to complete the
/// process of placing the game session. Common reasons are the
/// game session terminated before the placement process was completed, or an unexpected
/// internal error.</p>
/// </li>
/// </ul>
pub fn status(mut self, input: crate::model::GameSessionPlacementState) -> Self {
self.status = Some(input);
self
}
/// <p>Current status of the game session placement request.</p>
/// <ul>
/// <li>
/// <p>
/// <b>PENDING</b> -- The placement request is currently
/// in the queue waiting to be processed.</p>
/// </li>
/// <li>
/// <p>
/// <b>FULFILLED</b> -- A new game session and player
/// sessions (if requested) have been successfully created. Values for
/// <i>GameSessionArn</i> and
/// <i>GameSessionRegion</i> are available. </p>
/// </li>
/// <li>
/// <p>
/// <b>CANCELLED</b> -- The placement request was canceled
/// with a call to <a>StopGameSessionPlacement</a>.</p>
/// </li>
/// <li>
/// <p>
/// <b>TIMED_OUT</b> -- A new game session was not
/// successfully created before the time limit expired. You can resubmit the
/// placement request as needed.</p>
/// </li>
/// <li>
/// <p>
/// <b>FAILED</b> -- GameLift is not able to complete the
/// process of placing the game session. Common reasons are the
/// game session terminated before the placement process was completed, or an unexpected
/// internal error.</p>
/// </li>
/// </ul>
pub fn set_status(
mut self,
input: std::option::Option<crate::model::GameSessionPlacementState>,
) -> Self {
self.status = input;
self
}
/// Appends an item to `game_properties`.
///
/// To override the contents of this collection use [`set_game_properties`](Self::set_game_properties).
///
/// <p>A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session (see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a Game Session</a>).</p>
pub fn game_properties(mut self, input: impl Into<crate::model::GameProperty>) -> Self {
let mut v = self.game_properties.unwrap_or_default();
v.push(input.into());
self.game_properties = Some(v);
self
}
/// <p>A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session (see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a Game Session</a>).</p>
pub fn set_game_properties(
mut self,
input: std::option::Option<std::vec::Vec<crate::model::GameProperty>>,
) -> Self {
self.game_properties = input;
self
}
/// <p>The maximum number of players that can be connected simultaneously to the game session.</p>
pub fn maximum_player_session_count(mut self, input: i32) -> Self {
self.maximum_player_session_count = Some(input);
self
}
/// <p>The maximum number of players that can be connected simultaneously to the game session.</p>
pub fn set_maximum_player_session_count(mut self, input: std::option::Option<i32>) -> Self {
self.maximum_player_session_count = input;
self
}
/// <p>A descriptive label that is associated with a game session. Session names do not need to be unique.</p>
pub fn game_session_name(mut self, input: impl Into<std::string::String>) -> Self {
self.game_session_name = Some(input.into());
self
}
/// <p>A descriptive label that is associated with a game session. Session names do not need to be unique.</p>
pub fn set_game_session_name(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_session_name = input;
self
}
/// <p>A unique identifier for the game session. This value is set once the new game session is placed (placement status is
/// <code>FULFILLED</code>).</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. This value is set once the new game session is placed (placement status is
/// <code>FULFILLED</code>).</p>
pub fn set_game_session_id(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_session_id = input;
self
}
/// <p>Identifier for the game session created by this placement request. This value is
/// set once the new game session is placed (placement status is <code>FULFILLED</code>).
/// This identifier is unique across all Regions. You can use this value as a
/// <code>GameSessionId</code> value as needed.</p>
pub fn game_session_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.game_session_arn = Some(input.into());
self
}
/// <p>Identifier for the game session created by this placement request. This value is
/// set once the new game session is placed (placement status is <code>FULFILLED</code>).
/// This identifier is unique across all Regions. You can use this value as a
/// <code>GameSessionId</code> value as needed.</p>
pub fn set_game_session_arn(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_session_arn = input;
self
}
/// <p>Name of the Region where the game session created by this placement request is
/// running. This value is set once the new game session is placed (placement status is
/// <code>FULFILLED</code>).</p>
pub fn game_session_region(mut self, input: impl Into<std::string::String>) -> Self {
self.game_session_region = Some(input.into());
self
}
/// <p>Name of the Region where the game session created by this placement request is
/// running. This value is set once the new game session is placed (placement status is
/// <code>FULFILLED</code>).</p>
pub fn set_game_session_region(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_session_region = input;
self
}
/// Appends an item to `player_latencies`.
///
/// To override the contents of this collection use [`set_player_latencies`](Self::set_player_latencies).
///
/// <p>A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.</p>
pub fn player_latencies(mut self, input: impl Into<crate::model::PlayerLatency>) -> Self {
let mut v = self.player_latencies.unwrap_or_default();
v.push(input.into());
self.player_latencies = Some(v);
self
}
/// <p>A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.</p>
pub fn set_player_latencies(
mut self,
input: std::option::Option<std::vec::Vec<crate::model::PlayerLatency>>,
) -> Self {
self.player_latencies = input;
self
}
/// <p>Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn start_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.start_time = Some(input);
self
}
/// <p>Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_start_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.start_time = input;
self
}
/// <p>Time stamp indicating when this request was completed, canceled, or timed
/// out.</p>
pub fn end_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.end_time = Some(input);
self
}
/// <p>Time stamp indicating when this request was completed, canceled, or timed
/// out.</p>
pub fn set_end_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.end_time = input;
self
}
/// <p>The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is
/// <code>FULFILLED</code>). </p>
pub fn ip_address(mut self, input: impl Into<std::string::String>) -> Self {
self.ip_address = Some(input.into());
self
}
/// <p>The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is
/// <code>FULFILLED</code>). </p>
pub fn set_ip_address(mut self, input: std::option::Option<std::string::String>) -> Self {
self.ip_address = input;
self
}
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub fn dns_name(mut self, input: impl Into<std::string::String>) -> Self {
self.dns_name = Some(input.into());
self
}
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub fn set_dns_name(mut self, input: std::option::Option<std::string::String>) -> Self {
self.dns_name = input;
self
}
/// <p>The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is
/// <code>FULFILLED</code>).</p>
pub fn port(mut self, input: i32) -> Self {
self.port = Some(input);
self
}
/// <p>The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is
/// <code>FULFILLED</code>).</p>
pub fn set_port(mut self, input: std::option::Option<i32>) -> Self {
self.port = input;
self
}
/// Appends an item to `placed_player_sessions`.
///
/// To override the contents of this collection use [`set_placed_player_sessions`](Self::set_placed_player_sessions).
///
/// <p>A collection of information on player sessions created in response to the game
/// session placement request. These player sessions are created only once a new game
/// session is successfully placed (placement status is <code>FULFILLED</code>). This
/// information includes the player ID (as provided in the placement request) and the
/// corresponding player session ID. Retrieve full player sessions by calling <a>DescribePlayerSessions</a> with the player session ID.</p>
pub fn placed_player_sessions(
mut self,
input: impl Into<crate::model::PlacedPlayerSession>,
) -> Self {
let mut v = self.placed_player_sessions.unwrap_or_default();
v.push(input.into());
self.placed_player_sessions = Some(v);
self
}
/// <p>A collection of information on player sessions created in response to the game
/// session placement request. These player sessions are created only once a new game
/// session is successfully placed (placement status is <code>FULFILLED</code>). This
/// information includes the player ID (as provided in the placement request) and the
/// corresponding player session ID. Retrieve full player sessions by calling <a>DescribePlayerSessions</a> with the player session ID.</p>
pub fn set_placed_player_sessions(
mut self,
input: std::option::Option<std::vec::Vec<crate::model::PlacedPlayerSession>>,
) -> Self {
self.placed_player_sessions = input;
self
}
/// <p>A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session (see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a Game Session</a>).</p>
pub fn game_session_data(mut self, input: impl Into<std::string::String>) -> Self {
self.game_session_data = Some(input.into());
self
}
/// <p>A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the
/// <a>GameSession</a> object with a request to start a new game session (see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a Game Session</a>).</p>
pub fn set_game_session_data(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_session_data = input;
self
}
/// <p>Information on the matchmaking process for this game. Data is in JSON syntax,
/// formatted as a string. It identifies the matchmaking configuration used to create the
/// match, and contains data on all players assigned to the match, including player
/// attributes and team assignments. For more details on matchmaker data, see <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match
/// Data</a>.</p>
pub fn matchmaker_data(mut self, input: impl Into<std::string::String>) -> Self {
self.matchmaker_data = Some(input.into());
self
}
/// <p>Information on the matchmaking process for this game. Data is in JSON syntax,
/// formatted as a string. It identifies the matchmaking configuration used to create the
/// match, and contains data on all players assigned to the match, including player
/// attributes and team assignments. For more details on matchmaker data, see <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data">Match
/// Data</a>.</p>
pub fn set_matchmaker_data(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.matchmaker_data = input;
self
}
/// Consumes the builder and constructs a [`GameSessionPlacement`](crate::model::GameSessionPlacement)
pub fn build(self) -> crate::model::GameSessionPlacement {
crate::model::GameSessionPlacement {
placement_id: self.placement_id,
game_session_queue_name: self.game_session_queue_name,
status: self.status,
game_properties: self.game_properties,
maximum_player_session_count: self.maximum_player_session_count,
game_session_name: self.game_session_name,
game_session_id: self.game_session_id,
game_session_arn: self.game_session_arn,
game_session_region: self.game_session_region,
player_latencies: self.player_latencies,
start_time: self.start_time,
end_time: self.end_time,
ip_address: self.ip_address,
dns_name: self.dns_name,
port: self.port,
placed_player_sessions: self.placed_player_sessions,
game_session_data: self.game_session_data,
matchmaker_data: self.matchmaker_data,
}
}
}
}
impl GameSessionPlacement {
/// Creates a new builder-style object to manufacture [`GameSessionPlacement`](crate::model::GameSessionPlacement)
pub fn builder() -> crate::model::game_session_placement::Builder {
crate::model::game_session_placement::Builder::default()
}
}
/// <p>Information about a player session that was created as part of a <a>StartGameSessionPlacement</a> request. This object contains only the player
/// ID and player session ID. To retrieve full details on a player session, call <a>DescribePlayerSessions</a> with the player session ID.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>CreatePlayerSession</a> |
/// <a>CreatePlayerSessions</a> |
/// <a>DescribePlayerSessions</a> |
/// <a>StartGameSessionPlacement</a> |
/// <a>DescribeGameSessionPlacement</a> |
/// <a>StopGameSessionPlacement</a> |
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct PlacedPlayerSession {
/// <p>A unique identifier for a player that is associated with this player session.</p>
pub player_id: std::option::Option<std::string::String>,
/// <p>A unique identifier for a player session.</p>
pub player_session_id: std::option::Option<std::string::String>,
}
impl PlacedPlayerSession {
/// <p>A unique identifier for a player that is associated with this player session.</p>
pub fn player_id(&self) -> std::option::Option<&str> {
self.player_id.as_deref()
}
/// <p>A unique identifier for a player session.</p>
pub fn player_session_id(&self) -> std::option::Option<&str> {
self.player_session_id.as_deref()
}
}
impl std::fmt::Debug for PlacedPlayerSession {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("PlacedPlayerSession");
formatter.field("player_id", &self.player_id);
formatter.field("player_session_id", &self.player_session_id);
formatter.finish()
}
}
/// See [`PlacedPlayerSession`](crate::model::PlacedPlayerSession)
pub mod placed_player_session {
/// A builder for [`PlacedPlayerSession`](crate::model::PlacedPlayerSession)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) player_id: std::option::Option<std::string::String>,
pub(crate) player_session_id: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>A unique identifier for a player that is associated with this player session.</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 that is associated with this player session.</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.</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.</p>
pub fn set_player_session_id(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.player_session_id = input;
self
}
/// Consumes the builder and constructs a [`PlacedPlayerSession`](crate::model::PlacedPlayerSession)
pub fn build(self) -> crate::model::PlacedPlayerSession {
crate::model::PlacedPlayerSession {
player_id: self.player_id,
player_session_id: self.player_session_id,
}
}
}
}
impl PlacedPlayerSession {
/// Creates a new builder-style object to manufacture [`PlacedPlayerSession`](crate::model::PlacedPlayerSession)
pub fn builder() -> crate::model::placed_player_session::Builder {
crate::model::placed_player_session::Builder::default()
}
}
/// <p>Regional latency information for a player, used when requesting a new game session
/// with <a>StartGameSessionPlacement</a>. This value indicates the amount of
/// time lag that exists when the player is connected to a fleet in the specified Region.
/// The relative difference between a player's latency values for multiple Regions are used
/// to determine which fleets are best suited to place a new game session for the player.
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct PlayerLatency {
/// <p>A unique identifier for a player associated with the latency data.</p>
pub player_id: std::option::Option<std::string::String>,
/// <p>Name of the Region that is associated with the latency value.</p>
pub region_identifier: std::option::Option<std::string::String>,
/// <p>Amount of time that represents the time lag experienced by the player when
/// connected to the specified Region.</p>
pub latency_in_milliseconds: f32,
}
impl PlayerLatency {
/// <p>A unique identifier for a player associated with the latency data.</p>
pub fn player_id(&self) -> std::option::Option<&str> {
self.player_id.as_deref()
}
/// <p>Name of the Region that is associated with the latency value.</p>
pub fn region_identifier(&self) -> std::option::Option<&str> {
self.region_identifier.as_deref()
}
/// <p>Amount of time that represents the time lag experienced by the player when
/// connected to the specified Region.</p>
pub fn latency_in_milliseconds(&self) -> f32 {
self.latency_in_milliseconds
}
}
impl std::fmt::Debug for PlayerLatency {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("PlayerLatency");
formatter.field("player_id", &self.player_id);
formatter.field("region_identifier", &self.region_identifier);
formatter.field("latency_in_milliseconds", &self.latency_in_milliseconds);
formatter.finish()
}
}
/// See [`PlayerLatency`](crate::model::PlayerLatency)
pub mod player_latency {
/// A builder for [`PlayerLatency`](crate::model::PlayerLatency)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) player_id: std::option::Option<std::string::String>,
pub(crate) region_identifier: std::option::Option<std::string::String>,
pub(crate) latency_in_milliseconds: std::option::Option<f32>,
}
impl Builder {
/// <p>A unique identifier for a player associated with the latency data.</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 associated with the latency data.</p>
pub fn set_player_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.player_id = input;
self
}
/// <p>Name of the Region that is associated with the latency value.</p>
pub fn region_identifier(mut self, input: impl Into<std::string::String>) -> Self {
self.region_identifier = Some(input.into());
self
}
/// <p>Name of the Region that is associated with the latency value.</p>
pub fn set_region_identifier(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.region_identifier = input;
self
}
/// <p>Amount of time that represents the time lag experienced by the player when
/// connected to the specified Region.</p>
pub fn latency_in_milliseconds(mut self, input: f32) -> Self {
self.latency_in_milliseconds = Some(input);
self
}
/// <p>Amount of time that represents the time lag experienced by the player when
/// connected to the specified Region.</p>
pub fn set_latency_in_milliseconds(mut self, input: std::option::Option<f32>) -> Self {
self.latency_in_milliseconds = input;
self
}
/// Consumes the builder and constructs a [`PlayerLatency`](crate::model::PlayerLatency)
pub fn build(self) -> crate::model::PlayerLatency {
crate::model::PlayerLatency {
player_id: self.player_id,
region_identifier: self.region_identifier,
latency_in_milliseconds: self.latency_in_milliseconds.unwrap_or_default(),
}
}
}
}
impl PlayerLatency {
/// Creates a new builder-style object to manufacture [`PlayerLatency`](crate::model::PlayerLatency)
pub fn builder() -> crate::model::player_latency::Builder {
crate::model::player_latency::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum GameSessionPlacementState {
#[allow(missing_docs)] // documentation missing in model
Cancelled,
#[allow(missing_docs)] // documentation missing in model
Failed,
#[allow(missing_docs)] // documentation missing in model
Fulfilled,
#[allow(missing_docs)] // documentation missing in model
Pending,
#[allow(missing_docs)] // documentation missing in model
TimedOut,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for GameSessionPlacementState {
fn from(s: &str) -> Self {
match s {
"CANCELLED" => GameSessionPlacementState::Cancelled,
"FAILED" => GameSessionPlacementState::Failed,
"FULFILLED" => GameSessionPlacementState::Fulfilled,
"PENDING" => GameSessionPlacementState::Pending,
"TIMED_OUT" => GameSessionPlacementState::TimedOut,
other => GameSessionPlacementState::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for GameSessionPlacementState {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(GameSessionPlacementState::from(s))
}
}
impl GameSessionPlacementState {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
GameSessionPlacementState::Cancelled => "CANCELLED",
GameSessionPlacementState::Failed => "FAILED",
GameSessionPlacementState::Fulfilled => "FULFILLED",
GameSessionPlacementState::Pending => "PENDING",
GameSessionPlacementState::TimedOut => "TIMED_OUT",
GameSessionPlacementState::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["CANCELLED", "FAILED", "FULFILLED", "PENDING", "TIMED_OUT"]
}
}
impl AsRef<str> for GameSessionPlacementState {
fn as_ref(&self) -> &str {
self.as_str()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum FleetAction {
#[allow(missing_docs)] // documentation missing in model
AutoScaling,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for FleetAction {
fn from(s: &str) -> Self {
match s {
"AUTO_SCALING" => FleetAction::AutoScaling,
other => FleetAction::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for FleetAction {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(FleetAction::from(s))
}
}
impl FleetAction {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
FleetAction::AutoScaling => "AUTO_SCALING",
FleetAction::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["AUTO_SCALING"]
}
}
impl AsRef<str> for FleetAction {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>Ticket generated to track the progress of a matchmaking request. Each ticket is
/// uniquely identified by a ticket ID, supplied by the requester, when creating a
/// matchmaking request with <a>StartMatchmaking</a>. Tickets can be retrieved by
/// calling <a>DescribeMatchmaking</a> with the ticket ID.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct MatchmakingTicket {
/// <p>A unique identifier for a matchmaking ticket.</p>
pub ticket_id: std::option::Option<std::string::String>,
/// <p>Name of the <a>MatchmakingConfiguration</a> that is used with this
/// ticket. Matchmaking configurations determine how players are grouped into a match and
/// how a new game session is created for the match.</p>
pub configuration_name: std::option::Option<std::string::String>,
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift matchmaking configuration resource that is used with this ticket.</p>
pub configuration_arn: std::option::Option<std::string::String>,
/// <p>Current status of the matchmaking request.</p>
/// <ul>
/// <li>
/// <p>
/// <b>QUEUED</b> -- The matchmaking request has been
/// received and is currently waiting to be processed.</p>
/// </li>
/// <li>
/// <p>
/// <b>SEARCHING</b> -- The matchmaking request is
/// currently being processed. </p>
/// </li>
/// <li>
/// <p>
/// <b>REQUIRES_ACCEPTANCE</b> -- A match has been
/// proposed and the players must accept the match (see <a>AcceptMatch</a>). This status is used only with requests that use a matchmaking configuration
/// with a player acceptance requirement.</p>
/// </li>
/// <li>
/// <p>
/// <b>PLACING</b> -- The FlexMatch engine has matched
/// players and is in the process of placing a new game session for the
/// match.</p>
/// </li>
/// <li>
/// <p>
/// <b>COMPLETED</b> -- Players have been matched and a
/// game session is ready to host the players. A ticket in this state contains the
/// necessary connection information for players.</p>
/// </li>
/// <li>
/// <p>
/// <b>FAILED</b> -- The matchmaking request was not
/// completed.</p>
/// </li>
/// <li>
/// <p>
/// <b>CANCELLED</b> -- The matchmaking request was
/// canceled. This may be the result of a call to <a>StopMatchmaking</a>
/// or a proposed match that one or more players failed to accept.</p>
/// </li>
/// <li>
/// <p>
/// <b>TIMED_OUT</b> -- The matchmaking request was not
/// successful within the duration specified in the matchmaking configuration.
/// </p>
/// </li>
/// </ul>
/// <note>
/// <p>Matchmaking requests that fail to successfully complete (statuses FAILED,
/// CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket
/// IDs.</p>
/// </note>
pub status: std::option::Option<crate::model::MatchmakingConfigurationStatus>,
/// <p>Code to explain the current status. For example, a status reason may indicate when
/// a ticket has returned to <code>SEARCHING</code> status after a proposed match fails to
/// receive player acceptances.</p>
pub status_reason: std::option::Option<std::string::String>,
/// <p>Additional information about the current status.</p>
pub status_message: std::option::Option<std::string::String>,
/// <p>Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub start_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>Time stamp indicating when this matchmaking request stopped being processed due to
/// success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub end_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>A set of <code>Player</code> objects, each representing a player to find matches
/// for. Players are identified by a unique player ID and may include latency data for use
/// during matchmaking. If the ticket is in status <code>COMPLETED</code>, the
/// <code>Player</code> objects include the team the players were assigned to in the
/// resulting match.</p>
pub players: std::option::Option<std::vec::Vec<crate::model::Player>>,
/// <p>Identifier and connection information of the game session created for the match. This
/// information is added to the ticket only after the matchmaking request has been
/// successfully completed. This parameter is not set when FlexMatch is being used without
/// GameLift hosting.</p>
pub game_session_connection_info: std::option::Option<crate::model::GameSessionConnectionInfo>,
/// <p>Average amount of time (in seconds) that players are currently waiting for a match.
/// If there is not enough recent data, this property may be empty.</p>
pub estimated_wait_time: std::option::Option<i32>,
}
impl MatchmakingTicket {
/// <p>A unique identifier for a matchmaking ticket.</p>
pub fn ticket_id(&self) -> std::option::Option<&str> {
self.ticket_id.as_deref()
}
/// <p>Name of the <a>MatchmakingConfiguration</a> that is used with this
/// ticket. Matchmaking configurations determine how players are grouped into a match and
/// how a new game session is created for the match.</p>
pub fn configuration_name(&self) -> std::option::Option<&str> {
self.configuration_name.as_deref()
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift matchmaking configuration resource that is used with this ticket.</p>
pub fn configuration_arn(&self) -> std::option::Option<&str> {
self.configuration_arn.as_deref()
}
/// <p>Current status of the matchmaking request.</p>
/// <ul>
/// <li>
/// <p>
/// <b>QUEUED</b> -- The matchmaking request has been
/// received and is currently waiting to be processed.</p>
/// </li>
/// <li>
/// <p>
/// <b>SEARCHING</b> -- The matchmaking request is
/// currently being processed. </p>
/// </li>
/// <li>
/// <p>
/// <b>REQUIRES_ACCEPTANCE</b> -- A match has been
/// proposed and the players must accept the match (see <a>AcceptMatch</a>). This status is used only with requests that use a matchmaking configuration
/// with a player acceptance requirement.</p>
/// </li>
/// <li>
/// <p>
/// <b>PLACING</b> -- The FlexMatch engine has matched
/// players and is in the process of placing a new game session for the
/// match.</p>
/// </li>
/// <li>
/// <p>
/// <b>COMPLETED</b> -- Players have been matched and a
/// game session is ready to host the players. A ticket in this state contains the
/// necessary connection information for players.</p>
/// </li>
/// <li>
/// <p>
/// <b>FAILED</b> -- The matchmaking request was not
/// completed.</p>
/// </li>
/// <li>
/// <p>
/// <b>CANCELLED</b> -- The matchmaking request was
/// canceled. This may be the result of a call to <a>StopMatchmaking</a>
/// or a proposed match that one or more players failed to accept.</p>
/// </li>
/// <li>
/// <p>
/// <b>TIMED_OUT</b> -- The matchmaking request was not
/// successful within the duration specified in the matchmaking configuration.
/// </p>
/// </li>
/// </ul>
/// <note>
/// <p>Matchmaking requests that fail to successfully complete (statuses FAILED,
/// CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket
/// IDs.</p>
/// </note>
pub fn status(&self) -> std::option::Option<&crate::model::MatchmakingConfigurationStatus> {
self.status.as_ref()
}
/// <p>Code to explain the current status. For example, a status reason may indicate when
/// a ticket has returned to <code>SEARCHING</code> status after a proposed match fails to
/// receive player acceptances.</p>
pub fn status_reason(&self) -> std::option::Option<&str> {
self.status_reason.as_deref()
}
/// <p>Additional information about the current status.</p>
pub fn status_message(&self) -> std::option::Option<&str> {
self.status_message.as_deref()
}
/// <p>Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn start_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.start_time.as_ref()
}
/// <p>Time stamp indicating when this matchmaking request stopped being processed due to
/// success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn end_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.end_time.as_ref()
}
/// <p>A set of <code>Player</code> objects, each representing a player to find matches
/// for. Players are identified by a unique player ID and may include latency data for use
/// during matchmaking. If the ticket is in status <code>COMPLETED</code>, the
/// <code>Player</code> objects include the team the players were assigned to in the
/// resulting match.</p>
pub fn players(&self) -> std::option::Option<&[crate::model::Player]> {
self.players.as_deref()
}
/// <p>Identifier and connection information of the game session created for the match. This
/// information is added to the ticket only after the matchmaking request has been
/// successfully completed. This parameter is not set when FlexMatch is being used without
/// GameLift hosting.</p>
pub fn game_session_connection_info(
&self,
) -> std::option::Option<&crate::model::GameSessionConnectionInfo> {
self.game_session_connection_info.as_ref()
}
/// <p>Average amount of time (in seconds) that players are currently waiting for a match.
/// If there is not enough recent data, this property may be empty.</p>
pub fn estimated_wait_time(&self) -> std::option::Option<i32> {
self.estimated_wait_time
}
}
impl std::fmt::Debug for MatchmakingTicket {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("MatchmakingTicket");
formatter.field("ticket_id", &self.ticket_id);
formatter.field("configuration_name", &self.configuration_name);
formatter.field("configuration_arn", &self.configuration_arn);
formatter.field("status", &self.status);
formatter.field("status_reason", &self.status_reason);
formatter.field("status_message", &self.status_message);
formatter.field("start_time", &self.start_time);
formatter.field("end_time", &self.end_time);
formatter.field("players", &self.players);
formatter.field(
"game_session_connection_info",
&self.game_session_connection_info,
);
formatter.field("estimated_wait_time", &self.estimated_wait_time);
formatter.finish()
}
}
/// See [`MatchmakingTicket`](crate::model::MatchmakingTicket)
pub mod matchmaking_ticket {
/// A builder for [`MatchmakingTicket`](crate::model::MatchmakingTicket)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) ticket_id: std::option::Option<std::string::String>,
pub(crate) configuration_name: std::option::Option<std::string::String>,
pub(crate) configuration_arn: std::option::Option<std::string::String>,
pub(crate) status: std::option::Option<crate::model::MatchmakingConfigurationStatus>,
pub(crate) status_reason: std::option::Option<std::string::String>,
pub(crate) status_message: std::option::Option<std::string::String>,
pub(crate) start_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) end_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) players: std::option::Option<std::vec::Vec<crate::model::Player>>,
pub(crate) game_session_connection_info:
std::option::Option<crate::model::GameSessionConnectionInfo>,
pub(crate) estimated_wait_time: std::option::Option<i32>,
}
impl Builder {
/// <p>A unique identifier for a matchmaking ticket.</p>
pub fn ticket_id(mut self, input: impl Into<std::string::String>) -> Self {
self.ticket_id = Some(input.into());
self
}
/// <p>A unique identifier for a matchmaking ticket.</p>
pub fn set_ticket_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.ticket_id = input;
self
}
/// <p>Name of the <a>MatchmakingConfiguration</a> that is used with this
/// ticket. Matchmaking configurations determine how players are grouped into a match and
/// how a new game session is created for the match.</p>
pub fn configuration_name(mut self, input: impl Into<std::string::String>) -> Self {
self.configuration_name = Some(input.into());
self
}
/// <p>Name of the <a>MatchmakingConfiguration</a> that is used with this
/// ticket. Matchmaking configurations determine how players are grouped into a match and
/// how a new game session is created for the match.</p>
pub fn set_configuration_name(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.configuration_name = input;
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift matchmaking configuration resource that is used with this ticket.</p>
pub fn configuration_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.configuration_arn = Some(input.into());
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift matchmaking configuration resource that is used with this ticket.</p>
pub fn set_configuration_arn(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.configuration_arn = input;
self
}
/// <p>Current status of the matchmaking request.</p>
/// <ul>
/// <li>
/// <p>
/// <b>QUEUED</b> -- The matchmaking request has been
/// received and is currently waiting to be processed.</p>
/// </li>
/// <li>
/// <p>
/// <b>SEARCHING</b> -- The matchmaking request is
/// currently being processed. </p>
/// </li>
/// <li>
/// <p>
/// <b>REQUIRES_ACCEPTANCE</b> -- A match has been
/// proposed and the players must accept the match (see <a>AcceptMatch</a>). This status is used only with requests that use a matchmaking configuration
/// with a player acceptance requirement.</p>
/// </li>
/// <li>
/// <p>
/// <b>PLACING</b> -- The FlexMatch engine has matched
/// players and is in the process of placing a new game session for the
/// match.</p>
/// </li>
/// <li>
/// <p>
/// <b>COMPLETED</b> -- Players have been matched and a
/// game session is ready to host the players. A ticket in this state contains the
/// necessary connection information for players.</p>
/// </li>
/// <li>
/// <p>
/// <b>FAILED</b> -- The matchmaking request was not
/// completed.</p>
/// </li>
/// <li>
/// <p>
/// <b>CANCELLED</b> -- The matchmaking request was
/// canceled. This may be the result of a call to <a>StopMatchmaking</a>
/// or a proposed match that one or more players failed to accept.</p>
/// </li>
/// <li>
/// <p>
/// <b>TIMED_OUT</b> -- The matchmaking request was not
/// successful within the duration specified in the matchmaking configuration.
/// </p>
/// </li>
/// </ul>
/// <note>
/// <p>Matchmaking requests that fail to successfully complete (statuses FAILED,
/// CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket
/// IDs.</p>
/// </note>
pub fn status(mut self, input: crate::model::MatchmakingConfigurationStatus) -> Self {
self.status = Some(input);
self
}
/// <p>Current status of the matchmaking request.</p>
/// <ul>
/// <li>
/// <p>
/// <b>QUEUED</b> -- The matchmaking request has been
/// received and is currently waiting to be processed.</p>
/// </li>
/// <li>
/// <p>
/// <b>SEARCHING</b> -- The matchmaking request is
/// currently being processed. </p>
/// </li>
/// <li>
/// <p>
/// <b>REQUIRES_ACCEPTANCE</b> -- A match has been
/// proposed and the players must accept the match (see <a>AcceptMatch</a>). This status is used only with requests that use a matchmaking configuration
/// with a player acceptance requirement.</p>
/// </li>
/// <li>
/// <p>
/// <b>PLACING</b> -- The FlexMatch engine has matched
/// players and is in the process of placing a new game session for the
/// match.</p>
/// </li>
/// <li>
/// <p>
/// <b>COMPLETED</b> -- Players have been matched and a
/// game session is ready to host the players. A ticket in this state contains the
/// necessary connection information for players.</p>
/// </li>
/// <li>
/// <p>
/// <b>FAILED</b> -- The matchmaking request was not
/// completed.</p>
/// </li>
/// <li>
/// <p>
/// <b>CANCELLED</b> -- The matchmaking request was
/// canceled. This may be the result of a call to <a>StopMatchmaking</a>
/// or a proposed match that one or more players failed to accept.</p>
/// </li>
/// <li>
/// <p>
/// <b>TIMED_OUT</b> -- The matchmaking request was not
/// successful within the duration specified in the matchmaking configuration.
/// </p>
/// </li>
/// </ul>
/// <note>
/// <p>Matchmaking requests that fail to successfully complete (statuses FAILED,
/// CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket
/// IDs.</p>
/// </note>
pub fn set_status(
mut self,
input: std::option::Option<crate::model::MatchmakingConfigurationStatus>,
) -> Self {
self.status = input;
self
}
/// <p>Code to explain the current status. For example, a status reason may indicate when
/// a ticket has returned to <code>SEARCHING</code> status after a proposed match fails to
/// receive player acceptances.</p>
pub fn status_reason(mut self, input: impl Into<std::string::String>) -> Self {
self.status_reason = Some(input.into());
self
}
/// <p>Code to explain the current status. For example, a status reason may indicate when
/// a ticket has returned to <code>SEARCHING</code> status after a proposed match fails to
/// receive player acceptances.</p>
pub fn set_status_reason(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.status_reason = input;
self
}
/// <p>Additional information about the current status.</p>
pub fn status_message(mut self, input: impl Into<std::string::String>) -> Self {
self.status_message = Some(input.into());
self
}
/// <p>Additional information about the current status.</p>
pub fn set_status_message(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.status_message = input;
self
}
/// <p>Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn start_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.start_time = Some(input);
self
}
/// <p>Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_start_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.start_time = input;
self
}
/// <p>Time stamp indicating when this matchmaking request stopped being processed due to
/// success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn end_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.end_time = Some(input);
self
}
/// <p>Time stamp indicating when this matchmaking request stopped being processed due to
/// success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_end_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.end_time = input;
self
}
/// Appends an item to `players`.
///
/// To override the contents of this collection use [`set_players`](Self::set_players).
///
/// <p>A set of <code>Player</code> objects, each representing a player to find matches
/// for. Players are identified by a unique player ID and may include latency data for use
/// during matchmaking. If the ticket is in status <code>COMPLETED</code>, the
/// <code>Player</code> objects include the team the players were assigned to in the
/// resulting match.</p>
pub fn players(mut self, input: impl Into<crate::model::Player>) -> Self {
let mut v = self.players.unwrap_or_default();
v.push(input.into());
self.players = Some(v);
self
}
/// <p>A set of <code>Player</code> objects, each representing a player to find matches
/// for. Players are identified by a unique player ID and may include latency data for use
/// during matchmaking. If the ticket is in status <code>COMPLETED</code>, the
/// <code>Player</code> objects include the team the players were assigned to in the
/// resulting match.</p>
pub fn set_players(
mut self,
input: std::option::Option<std::vec::Vec<crate::model::Player>>,
) -> Self {
self.players = input;
self
}
/// <p>Identifier and connection information of the game session created for the match. This
/// information is added to the ticket only after the matchmaking request has been
/// successfully completed. This parameter is not set when FlexMatch is being used without
/// GameLift hosting.</p>
pub fn game_session_connection_info(
mut self,
input: crate::model::GameSessionConnectionInfo,
) -> Self {
self.game_session_connection_info = Some(input);
self
}
/// <p>Identifier and connection information of the game session created for the match. This
/// information is added to the ticket only after the matchmaking request has been
/// successfully completed. This parameter is not set when FlexMatch is being used without
/// GameLift hosting.</p>
pub fn set_game_session_connection_info(
mut self,
input: std::option::Option<crate::model::GameSessionConnectionInfo>,
) -> Self {
self.game_session_connection_info = input;
self
}
/// <p>Average amount of time (in seconds) that players are currently waiting for a match.
/// If there is not enough recent data, this property may be empty.</p>
pub fn estimated_wait_time(mut self, input: i32) -> Self {
self.estimated_wait_time = Some(input);
self
}
/// <p>Average amount of time (in seconds) that players are currently waiting for a match.
/// If there is not enough recent data, this property may be empty.</p>
pub fn set_estimated_wait_time(mut self, input: std::option::Option<i32>) -> Self {
self.estimated_wait_time = input;
self
}
/// Consumes the builder and constructs a [`MatchmakingTicket`](crate::model::MatchmakingTicket)
pub fn build(self) -> crate::model::MatchmakingTicket {
crate::model::MatchmakingTicket {
ticket_id: self.ticket_id,
configuration_name: self.configuration_name,
configuration_arn: self.configuration_arn,
status: self.status,
status_reason: self.status_reason,
status_message: self.status_message,
start_time: self.start_time,
end_time: self.end_time,
players: self.players,
game_session_connection_info: self.game_session_connection_info,
estimated_wait_time: self.estimated_wait_time,
}
}
}
}
impl MatchmakingTicket {
/// Creates a new builder-style object to manufacture [`MatchmakingTicket`](crate::model::MatchmakingTicket)
pub fn builder() -> crate::model::matchmaking_ticket::Builder {
crate::model::matchmaking_ticket::Builder::default()
}
}
/// <p>Connection information for a new game session that is created in response to a <a>StartMatchmaking</a> request. Once a match is made, the FlexMatch engine
/// creates a new game session for it. This information, including the game session endpoint
/// and player sessions for each player in the original matchmaking request, is added to the
/// <a>MatchmakingTicket</a>, which can be retrieved by calling <a>DescribeMatchmaking</a>.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct GameSessionConnectionInfo {
/// <p>A unique identifier for the game session. Use the game session ID.</p>
pub game_session_arn: std::option::Option<std::string::String>,
/// <p>The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub ip_address: std::option::Option<std::string::String>,
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub dns_name: std::option::Option<std::string::String>,
/// <p>The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub port: std::option::Option<i32>,
/// <p>A collection of player session IDs, one for each player ID that was included in the
/// original matchmaking request. </p>
pub matched_player_sessions:
std::option::Option<std::vec::Vec<crate::model::MatchedPlayerSession>>,
}
impl GameSessionConnectionInfo {
/// <p>A unique identifier for the game session. Use the game session ID.</p>
pub fn game_session_arn(&self) -> std::option::Option<&str> {
self.game_session_arn.as_deref()
}
/// <p>The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub fn ip_address(&self) -> std::option::Option<&str> {
self.ip_address.as_deref()
}
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub fn dns_name(&self) -> std::option::Option<&str> {
self.dns_name.as_deref()
}
/// <p>The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub fn port(&self) -> std::option::Option<i32> {
self.port
}
/// <p>A collection of player session IDs, one for each player ID that was included in the
/// original matchmaking request. </p>
pub fn matched_player_sessions(
&self,
) -> std::option::Option<&[crate::model::MatchedPlayerSession]> {
self.matched_player_sessions.as_deref()
}
}
impl std::fmt::Debug for GameSessionConnectionInfo {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("GameSessionConnectionInfo");
formatter.field("game_session_arn", &self.game_session_arn);
formatter.field("ip_address", &self.ip_address);
formatter.field("dns_name", &self.dns_name);
formatter.field("port", &self.port);
formatter.field("matched_player_sessions", &self.matched_player_sessions);
formatter.finish()
}
}
/// See [`GameSessionConnectionInfo`](crate::model::GameSessionConnectionInfo)
pub mod game_session_connection_info {
/// A builder for [`GameSessionConnectionInfo`](crate::model::GameSessionConnectionInfo)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) game_session_arn: std::option::Option<std::string::String>,
pub(crate) ip_address: std::option::Option<std::string::String>,
pub(crate) dns_name: std::option::Option<std::string::String>,
pub(crate) port: std::option::Option<i32>,
pub(crate) matched_player_sessions:
std::option::Option<std::vec::Vec<crate::model::MatchedPlayerSession>>,
}
impl Builder {
/// <p>A unique identifier for the game session. Use the game session ID.</p>
pub fn game_session_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.game_session_arn = Some(input.into());
self
}
/// <p>A unique identifier for the game session. Use the game session ID.</p>
pub fn set_game_session_arn(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_session_arn = input;
self
}
/// <p>The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub fn ip_address(mut self, input: impl Into<std::string::String>) -> Self {
self.ip_address = Some(input.into());
self
}
/// <p>The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub fn set_ip_address(mut self, input: std::option::Option<std::string::String>) -> Self {
self.ip_address = input;
self
}
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub fn dns_name(mut self, input: impl Into<std::string::String>) -> Self {
self.dns_name = Some(input.into());
self
}
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub fn set_dns_name(mut self, input: std::option::Option<std::string::String>) -> Self {
self.dns_name = input;
self
}
/// <p>The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub fn port(mut self, input: i32) -> Self {
self.port = Some(input);
self
}
/// <p>The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub fn set_port(mut self, input: std::option::Option<i32>) -> Self {
self.port = input;
self
}
/// Appends an item to `matched_player_sessions`.
///
/// To override the contents of this collection use [`set_matched_player_sessions`](Self::set_matched_player_sessions).
///
/// <p>A collection of player session IDs, one for each player ID that was included in the
/// original matchmaking request. </p>
pub fn matched_player_sessions(
mut self,
input: impl Into<crate::model::MatchedPlayerSession>,
) -> Self {
let mut v = self.matched_player_sessions.unwrap_or_default();
v.push(input.into());
self.matched_player_sessions = Some(v);
self
}
/// <p>A collection of player session IDs, one for each player ID that was included in the
/// original matchmaking request. </p>
pub fn set_matched_player_sessions(
mut self,
input: std::option::Option<std::vec::Vec<crate::model::MatchedPlayerSession>>,
) -> Self {
self.matched_player_sessions = input;
self
}
/// Consumes the builder and constructs a [`GameSessionConnectionInfo`](crate::model::GameSessionConnectionInfo)
pub fn build(self) -> crate::model::GameSessionConnectionInfo {
crate::model::GameSessionConnectionInfo {
game_session_arn: self.game_session_arn,
ip_address: self.ip_address,
dns_name: self.dns_name,
port: self.port,
matched_player_sessions: self.matched_player_sessions,
}
}
}
}
impl GameSessionConnectionInfo {
/// Creates a new builder-style object to manufacture [`GameSessionConnectionInfo`](crate::model::GameSessionConnectionInfo)
pub fn builder() -> crate::model::game_session_connection_info::Builder {
crate::model::game_session_connection_info::Builder::default()
}
}
/// <p>Represents a new player session that is created as a result of a successful FlexMatch
/// match. A successful match automatically creates new player sessions for every player ID
/// in the original matchmaking request. </p>
/// <p>When players connect to the match's game session, they must include both player ID
/// and player session ID in order to claim their assigned player slot.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct MatchedPlayerSession {
/// <p>A unique identifier for a player </p>
pub player_id: std::option::Option<std::string::String>,
/// <p>A unique identifier for a player session</p>
pub player_session_id: std::option::Option<std::string::String>,
}
impl MatchedPlayerSession {
/// <p>A unique identifier for a player </p>
pub fn player_id(&self) -> std::option::Option<&str> {
self.player_id.as_deref()
}
/// <p>A unique identifier for a player session</p>
pub fn player_session_id(&self) -> std::option::Option<&str> {
self.player_session_id.as_deref()
}
}
impl std::fmt::Debug for MatchedPlayerSession {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("MatchedPlayerSession");
formatter.field("player_id", &self.player_id);
formatter.field("player_session_id", &self.player_session_id);
formatter.finish()
}
}
/// See [`MatchedPlayerSession`](crate::model::MatchedPlayerSession)
pub mod matched_player_session {
/// A builder for [`MatchedPlayerSession`](crate::model::MatchedPlayerSession)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) player_id: std::option::Option<std::string::String>,
pub(crate) player_session_id: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>A unique identifier for a player </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 </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</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</p>
pub fn set_player_session_id(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.player_session_id = input;
self
}
/// Consumes the builder and constructs a [`MatchedPlayerSession`](crate::model::MatchedPlayerSession)
pub fn build(self) -> crate::model::MatchedPlayerSession {
crate::model::MatchedPlayerSession {
player_id: self.player_id,
player_session_id: self.player_session_id,
}
}
}
}
impl MatchedPlayerSession {
/// Creates a new builder-style object to manufacture [`MatchedPlayerSession`](crate::model::MatchedPlayerSession)
pub fn builder() -> crate::model::matched_player_session::Builder {
crate::model::matched_player_session::Builder::default()
}
}
/// <p>Represents a player in matchmaking. When starting a matchmaking request, a player
/// has a player ID, attributes, and may have latency data. Team information is added after
/// a match has been successfully completed.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct Player {
/// <p>A unique identifier for a player</p>
pub player_id: std::option::Option<std::string::String>,
/// <p>A collection of key:value pairs containing player information for use in matchmaking.
/// Player attribute keys must match the <i>playerAttributes</i> used in a
/// matchmaking rule set. Example: <code>"PlayerAttributes": {"skill": {"N": "23"},
/// "gameMode": {"S": "deathmatch"}}</code>.</p>
pub player_attributes: std::option::Option<
std::collections::HashMap<std::string::String, crate::model::AttributeValue>,
>,
/// <p>Name of the team that the player is assigned to in a match. Team names are defined
/// in a matchmaking rule set.</p>
pub team: std::option::Option<std::string::String>,
/// <p>A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only
/// in Regions for which latency is reported. </p>
/// <p>If a matchmaker has a rule that evaluates player latency, players must report
/// latency in order to be matched. If no latency is reported in this scenario, FlexMatch
/// assumes that no Regions are available to the player and the ticket is not matchable.
/// </p>
pub latency_in_ms: std::option::Option<std::collections::HashMap<std::string::String, i32>>,
}
impl Player {
/// <p>A unique identifier for a player</p>
pub fn player_id(&self) -> std::option::Option<&str> {
self.player_id.as_deref()
}
/// <p>A collection of key:value pairs containing player information for use in matchmaking.
/// Player attribute keys must match the <i>playerAttributes</i> used in a
/// matchmaking rule set. Example: <code>"PlayerAttributes": {"skill": {"N": "23"},
/// "gameMode": {"S": "deathmatch"}}</code>.</p>
pub fn player_attributes(
&self,
) -> std::option::Option<
&std::collections::HashMap<std::string::String, crate::model::AttributeValue>,
> {
self.player_attributes.as_ref()
}
/// <p>Name of the team that the player is assigned to in a match. Team names are defined
/// in a matchmaking rule set.</p>
pub fn team(&self) -> std::option::Option<&str> {
self.team.as_deref()
}
/// <p>A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only
/// in Regions for which latency is reported. </p>
/// <p>If a matchmaker has a rule that evaluates player latency, players must report
/// latency in order to be matched. If no latency is reported in this scenario, FlexMatch
/// assumes that no Regions are available to the player and the ticket is not matchable.
/// </p>
pub fn latency_in_ms(
&self,
) -> std::option::Option<&std::collections::HashMap<std::string::String, i32>> {
self.latency_in_ms.as_ref()
}
}
impl std::fmt::Debug for Player {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("Player");
formatter.field("player_id", &self.player_id);
formatter.field("player_attributes", &self.player_attributes);
formatter.field("team", &self.team);
formatter.field("latency_in_ms", &self.latency_in_ms);
formatter.finish()
}
}
/// See [`Player`](crate::model::Player)
pub mod player {
/// A builder for [`Player`](crate::model::Player)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) player_id: std::option::Option<std::string::String>,
pub(crate) player_attributes: std::option::Option<
std::collections::HashMap<std::string::String, crate::model::AttributeValue>,
>,
pub(crate) team: std::option::Option<std::string::String>,
pub(crate) latency_in_ms:
std::option::Option<std::collections::HashMap<std::string::String, i32>>,
}
impl Builder {
/// <p>A unique identifier for a player</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</p>
pub fn set_player_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.player_id = input;
self
}
/// Adds a key-value pair to `player_attributes`.
///
/// To override the contents of this collection use [`set_player_attributes`](Self::set_player_attributes).
///
/// <p>A collection of key:value pairs containing player information for use in matchmaking.
/// Player attribute keys must match the <i>playerAttributes</i> used in a
/// matchmaking rule set. Example: <code>"PlayerAttributes": {"skill": {"N": "23"},
/// "gameMode": {"S": "deathmatch"}}</code>.</p>
pub fn player_attributes(
mut self,
k: impl Into<std::string::String>,
v: impl Into<crate::model::AttributeValue>,
) -> Self {
let mut hash_map = self.player_attributes.unwrap_or_default();
hash_map.insert(k.into(), v.into());
self.player_attributes = Some(hash_map);
self
}
/// <p>A collection of key:value pairs containing player information for use in matchmaking.
/// Player attribute keys must match the <i>playerAttributes</i> used in a
/// matchmaking rule set. Example: <code>"PlayerAttributes": {"skill": {"N": "23"},
/// "gameMode": {"S": "deathmatch"}}</code>.</p>
pub fn set_player_attributes(
mut self,
input: std::option::Option<
std::collections::HashMap<std::string::String, crate::model::AttributeValue>,
>,
) -> Self {
self.player_attributes = input;
self
}
/// <p>Name of the team that the player is assigned to in a match. Team names are defined
/// in a matchmaking rule set.</p>
pub fn team(mut self, input: impl Into<std::string::String>) -> Self {
self.team = Some(input.into());
self
}
/// <p>Name of the team that the player is assigned to in a match. Team names are defined
/// in a matchmaking rule set.</p>
pub fn set_team(mut self, input: std::option::Option<std::string::String>) -> Self {
self.team = input;
self
}
/// Adds a key-value pair to `latency_in_ms`.
///
/// To override the contents of this collection use [`set_latency_in_ms`](Self::set_latency_in_ms).
///
/// <p>A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only
/// in Regions for which latency is reported. </p>
/// <p>If a matchmaker has a rule that evaluates player latency, players must report
/// latency in order to be matched. If no latency is reported in this scenario, FlexMatch
/// assumes that no Regions are available to the player and the ticket is not matchable.
/// </p>
pub fn latency_in_ms(
mut self,
k: impl Into<std::string::String>,
v: impl Into<i32>,
) -> Self {
let mut hash_map = self.latency_in_ms.unwrap_or_default();
hash_map.insert(k.into(), v.into());
self.latency_in_ms = Some(hash_map);
self
}
/// <p>A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only
/// in Regions for which latency is reported. </p>
/// <p>If a matchmaker has a rule that evaluates player latency, players must report
/// latency in order to be matched. If no latency is reported in this scenario, FlexMatch
/// assumes that no Regions are available to the player and the ticket is not matchable.
/// </p>
pub fn set_latency_in_ms(
mut self,
input: std::option::Option<std::collections::HashMap<std::string::String, i32>>,
) -> Self {
self.latency_in_ms = input;
self
}
/// Consumes the builder and constructs a [`Player`](crate::model::Player)
pub fn build(self) -> crate::model::Player {
crate::model::Player {
player_id: self.player_id,
player_attributes: self.player_attributes,
team: self.team,
latency_in_ms: self.latency_in_ms,
}
}
}
}
impl Player {
/// Creates a new builder-style object to manufacture [`Player`](crate::model::Player)
pub fn builder() -> crate::model::player::Builder {
crate::model::player::Builder::default()
}
}
/// <p>Values for use in <a>Player</a> attribute key-value pairs. This object lets
/// you specify an attribute value using any of the valid data types: string, number, string
/// array, or data map. Each <code>AttributeValue</code> object can use only one of the
/// available properties.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct AttributeValue {
/// <p>For single string values. Maximum string length is 100 characters.</p>
pub s: std::option::Option<std::string::String>,
/// <p>For number values, expressed as double.</p>
pub n: std::option::Option<f64>,
/// <p>For a list of up to 10 strings. Maximum length for each string is 100 characters.
/// Duplicate values are not recognized; all occurrences of the repeated value after the
/// first of a repeated value are ignored.</p>
pub sl: std::option::Option<std::vec::Vec<std::string::String>>,
/// <p>For a map of up to 10 data type:value pairs. Maximum length for each string value
/// is 100 characters. </p>
pub sdm: std::option::Option<std::collections::HashMap<std::string::String, f64>>,
}
impl AttributeValue {
/// <p>For single string values. Maximum string length is 100 characters.</p>
pub fn s(&self) -> std::option::Option<&str> {
self.s.as_deref()
}
/// <p>For number values, expressed as double.</p>
pub fn n(&self) -> std::option::Option<f64> {
self.n
}
/// <p>For a list of up to 10 strings. Maximum length for each string is 100 characters.
/// Duplicate values are not recognized; all occurrences of the repeated value after the
/// first of a repeated value are ignored.</p>
pub fn sl(&self) -> std::option::Option<&[std::string::String]> {
self.sl.as_deref()
}
/// <p>For a map of up to 10 data type:value pairs. Maximum length for each string value
/// is 100 characters. </p>
pub fn sdm(&self) -> std::option::Option<&std::collections::HashMap<std::string::String, f64>> {
self.sdm.as_ref()
}
}
impl std::fmt::Debug for AttributeValue {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("AttributeValue");
formatter.field("s", &self.s);
formatter.field("n", &self.n);
formatter.field("sl", &self.sl);
formatter.field("sdm", &self.sdm);
formatter.finish()
}
}
/// See [`AttributeValue`](crate::model::AttributeValue)
pub mod attribute_value {
/// A builder for [`AttributeValue`](crate::model::AttributeValue)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) s: std::option::Option<std::string::String>,
pub(crate) n: std::option::Option<f64>,
pub(crate) sl: std::option::Option<std::vec::Vec<std::string::String>>,
pub(crate) sdm: std::option::Option<std::collections::HashMap<std::string::String, f64>>,
}
impl Builder {
/// <p>For single string values. Maximum string length is 100 characters.</p>
pub fn s(mut self, input: impl Into<std::string::String>) -> Self {
self.s = Some(input.into());
self
}
/// <p>For single string values. Maximum string length is 100 characters.</p>
pub fn set_s(mut self, input: std::option::Option<std::string::String>) -> Self {
self.s = input;
self
}
/// <p>For number values, expressed as double.</p>
pub fn n(mut self, input: f64) -> Self {
self.n = Some(input);
self
}
/// <p>For number values, expressed as double.</p>
pub fn set_n(mut self, input: std::option::Option<f64>) -> Self {
self.n = input;
self
}
/// Appends an item to `sl`.
///
/// To override the contents of this collection use [`set_sl`](Self::set_sl).
///
/// <p>For a list of up to 10 strings. Maximum length for each string is 100 characters.
/// Duplicate values are not recognized; all occurrences of the repeated value after the
/// first of a repeated value are ignored.</p>
pub fn sl(mut self, input: impl Into<std::string::String>) -> Self {
let mut v = self.sl.unwrap_or_default();
v.push(input.into());
self.sl = Some(v);
self
}
/// <p>For a list of up to 10 strings. Maximum length for each string is 100 characters.
/// Duplicate values are not recognized; all occurrences of the repeated value after the
/// first of a repeated value are ignored.</p>
pub fn set_sl(
mut self,
input: std::option::Option<std::vec::Vec<std::string::String>>,
) -> Self {
self.sl = input;
self
}
/// Adds a key-value pair to `sdm`.
///
/// To override the contents of this collection use [`set_sdm`](Self::set_sdm).
///
/// <p>For a map of up to 10 data type:value pairs. Maximum length for each string value
/// is 100 characters. </p>
pub fn sdm(mut self, k: impl Into<std::string::String>, v: impl Into<f64>) -> Self {
let mut hash_map = self.sdm.unwrap_or_default();
hash_map.insert(k.into(), v.into());
self.sdm = Some(hash_map);
self
}
/// <p>For a map of up to 10 data type:value pairs. Maximum length for each string value
/// is 100 characters. </p>
pub fn set_sdm(
mut self,
input: std::option::Option<std::collections::HashMap<std::string::String, f64>>,
) -> Self {
self.sdm = input;
self
}
/// Consumes the builder and constructs a [`AttributeValue`](crate::model::AttributeValue)
pub fn build(self) -> crate::model::AttributeValue {
crate::model::AttributeValue {
s: self.s,
n: self.n,
sl: self.sl,
sdm: self.sdm,
}
}
}
}
impl AttributeValue {
/// Creates a new builder-style object to manufacture [`AttributeValue`](crate::model::AttributeValue)
pub fn builder() -> crate::model::attribute_value::Builder {
crate::model::attribute_value::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum MatchmakingConfigurationStatus {
#[allow(missing_docs)] // documentation missing in model
Cancelled,
#[allow(missing_docs)] // documentation missing in model
Completed,
#[allow(missing_docs)] // documentation missing in model
Failed,
#[allow(missing_docs)] // documentation missing in model
Placing,
#[allow(missing_docs)] // documentation missing in model
Queued,
#[allow(missing_docs)] // documentation missing in model
RequiresAcceptance,
#[allow(missing_docs)] // documentation missing in model
Searching,
#[allow(missing_docs)] // documentation missing in model
TimedOut,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for MatchmakingConfigurationStatus {
fn from(s: &str) -> Self {
match s {
"CANCELLED" => MatchmakingConfigurationStatus::Cancelled,
"COMPLETED" => MatchmakingConfigurationStatus::Completed,
"FAILED" => MatchmakingConfigurationStatus::Failed,
"PLACING" => MatchmakingConfigurationStatus::Placing,
"QUEUED" => MatchmakingConfigurationStatus::Queued,
"REQUIRES_ACCEPTANCE" => MatchmakingConfigurationStatus::RequiresAcceptance,
"SEARCHING" => MatchmakingConfigurationStatus::Searching,
"TIMED_OUT" => MatchmakingConfigurationStatus::TimedOut,
other => MatchmakingConfigurationStatus::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for MatchmakingConfigurationStatus {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(MatchmakingConfigurationStatus::from(s))
}
}
impl MatchmakingConfigurationStatus {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
MatchmakingConfigurationStatus::Cancelled => "CANCELLED",
MatchmakingConfigurationStatus::Completed => "COMPLETED",
MatchmakingConfigurationStatus::Failed => "FAILED",
MatchmakingConfigurationStatus::Placing => "PLACING",
MatchmakingConfigurationStatus::Queued => "QUEUED",
MatchmakingConfigurationStatus::RequiresAcceptance => "REQUIRES_ACCEPTANCE",
MatchmakingConfigurationStatus::Searching => "SEARCHING",
MatchmakingConfigurationStatus::TimedOut => "TIMED_OUT",
MatchmakingConfigurationStatus::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&[
"CANCELLED",
"COMPLETED",
"FAILED",
"PLACING",
"QUEUED",
"REQUIRES_ACCEPTANCE",
"SEARCHING",
"TIMED_OUT",
]
}
}
impl AsRef<str> for MatchmakingConfigurationStatus {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>Player information for use when creating player sessions using a game session
/// placement request with <a>StartGameSessionPlacement</a>.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct DesiredPlayerSession {
/// <p>A unique identifier for a player to associate with the player session.</p>
pub player_id: std::option::Option<std::string::String>,
/// <p>Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.</p>
pub player_data: std::option::Option<std::string::String>,
}
impl DesiredPlayerSession {
/// <p>A unique identifier for a player to associate with the player session.</p>
pub fn player_id(&self) -> std::option::Option<&str> {
self.player_id.as_deref()
}
/// <p>Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.</p>
pub fn player_data(&self) -> std::option::Option<&str> {
self.player_data.as_deref()
}
}
impl std::fmt::Debug for DesiredPlayerSession {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("DesiredPlayerSession");
formatter.field("player_id", &self.player_id);
formatter.field("player_data", &self.player_data);
formatter.finish()
}
}
/// See [`DesiredPlayerSession`](crate::model::DesiredPlayerSession)
pub mod desired_player_session {
/// A builder for [`DesiredPlayerSession`](crate::model::DesiredPlayerSession)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) player_id: std::option::Option<std::string::String>,
pub(crate) player_data: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>A unique identifier for a player to associate with the player session.</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 associate with the player session.</p>
pub fn set_player_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.player_id = input;
self
}
/// <p>Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.</p>
pub fn player_data(mut self, input: impl Into<std::string::String>) -> Self {
self.player_data = Some(input.into());
self
}
/// <p>Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.</p>
pub fn set_player_data(mut self, input: std::option::Option<std::string::String>) -> Self {
self.player_data = input;
self
}
/// Consumes the builder and constructs a [`DesiredPlayerSession`](crate::model::DesiredPlayerSession)
pub fn build(self) -> crate::model::DesiredPlayerSession {
crate::model::DesiredPlayerSession {
player_id: self.player_id,
player_data: self.player_data,
}
}
}
}
impl DesiredPlayerSession {
/// Creates a new builder-style object to manufacture [`DesiredPlayerSession`](crate::model::DesiredPlayerSession)
pub fn builder() -> crate::model::desired_player_session::Builder {
crate::model::desired_player_session::Builder::default()
}
}
/// <p>Temporary access credentials used for uploading game build files to Amazon GameLift. They
/// are valid for a limited time. If they expire before you upload your game build, get a
/// new set by calling <a>RequestUploadCredentials</a>.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct AwsCredentials {
/// <p>Temporary key allowing access to the Amazon GameLift S3 account.</p>
pub access_key_id: std::option::Option<std::string::String>,
/// <p>Temporary secret key allowing access to the Amazon GameLift S3 account.</p>
pub secret_access_key: std::option::Option<std::string::String>,
/// <p>Token used to associate a specific build ID with the files uploaded using these
/// credentials.</p>
pub session_token: std::option::Option<std::string::String>,
}
impl AwsCredentials {
/// <p>Temporary key allowing access to the Amazon GameLift S3 account.</p>
pub fn access_key_id(&self) -> std::option::Option<&str> {
self.access_key_id.as_deref()
}
/// <p>Temporary secret key allowing access to the Amazon GameLift S3 account.</p>
pub fn secret_access_key(&self) -> std::option::Option<&str> {
self.secret_access_key.as_deref()
}
/// <p>Token used to associate a specific build ID with the files uploaded using these
/// credentials.</p>
pub fn session_token(&self) -> std::option::Option<&str> {
self.session_token.as_deref()
}
}
impl std::fmt::Debug for AwsCredentials {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("AwsCredentials");
formatter.field("access_key_id", &self.access_key_id);
formatter.field("secret_access_key", &self.secret_access_key);
formatter.field("session_token", &self.session_token);
formatter.finish()
}
}
/// See [`AwsCredentials`](crate::model::AwsCredentials)
pub mod aws_credentials {
/// A builder for [`AwsCredentials`](crate::model::AwsCredentials)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) access_key_id: std::option::Option<std::string::String>,
pub(crate) secret_access_key: std::option::Option<std::string::String>,
pub(crate) session_token: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>Temporary key allowing access to the Amazon GameLift S3 account.</p>
pub fn access_key_id(mut self, input: impl Into<std::string::String>) -> Self {
self.access_key_id = Some(input.into());
self
}
/// <p>Temporary key allowing access to the Amazon GameLift S3 account.</p>
pub fn set_access_key_id(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.access_key_id = input;
self
}
/// <p>Temporary secret key allowing access to the Amazon GameLift S3 account.</p>
pub fn secret_access_key(mut self, input: impl Into<std::string::String>) -> Self {
self.secret_access_key = Some(input.into());
self
}
/// <p>Temporary secret key allowing access to the Amazon GameLift S3 account.</p>
pub fn set_secret_access_key(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.secret_access_key = input;
self
}
/// <p>Token used to associate a specific build ID with the files uploaded using these
/// credentials.</p>
pub fn session_token(mut self, input: impl Into<std::string::String>) -> Self {
self.session_token = Some(input.into());
self
}
/// <p>Token used to associate a specific build ID with the files uploaded using these
/// credentials.</p>
pub fn set_session_token(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.session_token = input;
self
}
/// Consumes the builder and constructs a [`AwsCredentials`](crate::model::AwsCredentials)
pub fn build(self) -> crate::model::AwsCredentials {
crate::model::AwsCredentials {
access_key_id: self.access_key_id,
secret_access_key: self.secret_access_key,
session_token: self.session_token,
}
}
}
}
impl AwsCredentials {
/// Creates a new builder-style object to manufacture [`AwsCredentials`](crate::model::AwsCredentials)
pub fn builder() -> crate::model::aws_credentials::Builder {
crate::model::aws_credentials::Builder::default()
}
}
/// <p>Settings for a target-based scaling policy (see <a>ScalingPolicy</a>. A
/// target-based policy tracks a particular fleet metric specifies a target value for the
/// metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so
/// that the metric returns to the target value. The target configuration specifies settings
/// as needed for the target based policy, including the target value. </p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>DescribeFleetCapacity</a> |
/// <a>UpdateFleetCapacity</a> |
/// <a>DescribeEC2InstanceLimits</a> |
/// <a>PutScalingPolicy</a> |
/// <a>DescribeScalingPolicies</a> |
/// <a>DeleteScalingPolicy</a> |
/// <a>StopFleetActions</a> |
/// <a>StartFleetActions</a> |
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct TargetConfiguration {
/// <p>Desired value to use with a target-based scaling policy. The value must be relevant
/// for whatever metric the scaling policy is using. For example, in a policy using the
/// metric PercentAvailableGameSessions, the target value should be the preferred size of
/// the fleet's buffer (the percent of capacity that should be idle and ready for new game
/// sessions).</p>
pub target_value: f64,
}
impl TargetConfiguration {
/// <p>Desired value to use with a target-based scaling policy. The value must be relevant
/// for whatever metric the scaling policy is using. For example, in a policy using the
/// metric PercentAvailableGameSessions, the target value should be the preferred size of
/// the fleet's buffer (the percent of capacity that should be idle and ready for new game
/// sessions).</p>
pub fn target_value(&self) -> f64 {
self.target_value
}
}
impl std::fmt::Debug for TargetConfiguration {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("TargetConfiguration");
formatter.field("target_value", &self.target_value);
formatter.finish()
}
}
/// See [`TargetConfiguration`](crate::model::TargetConfiguration)
pub mod target_configuration {
/// A builder for [`TargetConfiguration`](crate::model::TargetConfiguration)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) target_value: std::option::Option<f64>,
}
impl Builder {
/// <p>Desired value to use with a target-based scaling policy. The value must be relevant
/// for whatever metric the scaling policy is using. For example, in a policy using the
/// metric PercentAvailableGameSessions, the target value should be the preferred size of
/// the fleet's buffer (the percent of capacity that should be idle and ready for new game
/// sessions).</p>
pub fn target_value(mut self, input: f64) -> Self {
self.target_value = Some(input);
self
}
/// <p>Desired value to use with a target-based scaling policy. The value must be relevant
/// for whatever metric the scaling policy is using. For example, in a policy using the
/// metric PercentAvailableGameSessions, the target value should be the preferred size of
/// the fleet's buffer (the percent of capacity that should be idle and ready for new game
/// sessions).</p>
pub fn set_target_value(mut self, input: std::option::Option<f64>) -> Self {
self.target_value = input;
self
}
/// Consumes the builder and constructs a [`TargetConfiguration`](crate::model::TargetConfiguration)
pub fn build(self) -> crate::model::TargetConfiguration {
crate::model::TargetConfiguration {
target_value: self.target_value.unwrap_or_default(),
}
}
}
}
impl TargetConfiguration {
/// Creates a new builder-style object to manufacture [`TargetConfiguration`](crate::model::TargetConfiguration)
pub fn builder() -> crate::model::target_configuration::Builder {
crate::model::target_configuration::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum PolicyType {
#[allow(missing_docs)] // documentation missing in model
RuleBased,
#[allow(missing_docs)] // documentation missing in model
TargetBased,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for PolicyType {
fn from(s: &str) -> Self {
match s {
"RuleBased" => PolicyType::RuleBased,
"TargetBased" => PolicyType::TargetBased,
other => PolicyType::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for PolicyType {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(PolicyType::from(s))
}
}
impl PolicyType {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
PolicyType::RuleBased => "RuleBased",
PolicyType::TargetBased => "TargetBased",
PolicyType::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["RuleBased", "TargetBased"]
}
}
impl AsRef<str> for PolicyType {
fn as_ref(&self) -> &str {
self.as_str()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum MetricName {
#[allow(missing_docs)] // documentation missing in model
ActivatingGameSessions,
#[allow(missing_docs)] // documentation missing in model
ActiveGameSessions,
#[allow(missing_docs)] // documentation missing in model
ActiveInstances,
#[allow(missing_docs)] // documentation missing in model
AvailableGameSessions,
#[allow(missing_docs)] // documentation missing in model
AvailablePlayerSessions,
#[allow(missing_docs)] // documentation missing in model
CurrentPlayerSessions,
#[allow(missing_docs)] // documentation missing in model
IdleInstances,
#[allow(missing_docs)] // documentation missing in model
PercentAvailableGameSessions,
#[allow(missing_docs)] // documentation missing in model
PercentIdleInstances,
#[allow(missing_docs)] // documentation missing in model
QueueDepth,
#[allow(missing_docs)] // documentation missing in model
WaitTime,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for MetricName {
fn from(s: &str) -> Self {
match s {
"ActivatingGameSessions" => MetricName::ActivatingGameSessions,
"ActiveGameSessions" => MetricName::ActiveGameSessions,
"ActiveInstances" => MetricName::ActiveInstances,
"AvailableGameSessions" => MetricName::AvailableGameSessions,
"AvailablePlayerSessions" => MetricName::AvailablePlayerSessions,
"CurrentPlayerSessions" => MetricName::CurrentPlayerSessions,
"IdleInstances" => MetricName::IdleInstances,
"PercentAvailableGameSessions" => MetricName::PercentAvailableGameSessions,
"PercentIdleInstances" => MetricName::PercentIdleInstances,
"QueueDepth" => MetricName::QueueDepth,
"WaitTime" => MetricName::WaitTime,
other => MetricName::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for MetricName {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(MetricName::from(s))
}
}
impl MetricName {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
MetricName::ActivatingGameSessions => "ActivatingGameSessions",
MetricName::ActiveGameSessions => "ActiveGameSessions",
MetricName::ActiveInstances => "ActiveInstances",
MetricName::AvailableGameSessions => "AvailableGameSessions",
MetricName::AvailablePlayerSessions => "AvailablePlayerSessions",
MetricName::CurrentPlayerSessions => "CurrentPlayerSessions",
MetricName::IdleInstances => "IdleInstances",
MetricName::PercentAvailableGameSessions => "PercentAvailableGameSessions",
MetricName::PercentIdleInstances => "PercentIdleInstances",
MetricName::QueueDepth => "QueueDepth",
MetricName::WaitTime => "WaitTime",
MetricName::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&[
"ActivatingGameSessions",
"ActiveGameSessions",
"ActiveInstances",
"AvailableGameSessions",
"AvailablePlayerSessions",
"CurrentPlayerSessions",
"IdleInstances",
"PercentAvailableGameSessions",
"PercentIdleInstances",
"QueueDepth",
"WaitTime",
]
}
}
impl AsRef<str> for MetricName {
fn as_ref(&self) -> &str {
self.as_str()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum ComparisonOperatorType {
#[allow(missing_docs)] // documentation missing in model
GreaterThanOrEqualToThreshold,
#[allow(missing_docs)] // documentation missing in model
GreaterThanThreshold,
#[allow(missing_docs)] // documentation missing in model
LessThanOrEqualToThreshold,
#[allow(missing_docs)] // documentation missing in model
LessThanThreshold,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for ComparisonOperatorType {
fn from(s: &str) -> Self {
match s {
"GreaterThanOrEqualToThreshold" => {
ComparisonOperatorType::GreaterThanOrEqualToThreshold
}
"GreaterThanThreshold" => ComparisonOperatorType::GreaterThanThreshold,
"LessThanOrEqualToThreshold" => ComparisonOperatorType::LessThanOrEqualToThreshold,
"LessThanThreshold" => ComparisonOperatorType::LessThanThreshold,
other => ComparisonOperatorType::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for ComparisonOperatorType {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(ComparisonOperatorType::from(s))
}
}
impl ComparisonOperatorType {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
ComparisonOperatorType::GreaterThanOrEqualToThreshold => {
"GreaterThanOrEqualToThreshold"
}
ComparisonOperatorType::GreaterThanThreshold => "GreaterThanThreshold",
ComparisonOperatorType::LessThanOrEqualToThreshold => "LessThanOrEqualToThreshold",
ComparisonOperatorType::LessThanThreshold => "LessThanThreshold",
ComparisonOperatorType::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&[
"GreaterThanOrEqualToThreshold",
"GreaterThanThreshold",
"LessThanOrEqualToThreshold",
"LessThanThreshold",
]
}
}
impl AsRef<str> for ComparisonOperatorType {
fn as_ref(&self) -> &str {
self.as_str()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum ScalingAdjustmentType {
#[allow(missing_docs)] // documentation missing in model
ChangeInCapacity,
#[allow(missing_docs)] // documentation missing in model
ExactCapacity,
#[allow(missing_docs)] // documentation missing in model
PercentChangeInCapacity,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for ScalingAdjustmentType {
fn from(s: &str) -> Self {
match s {
"ChangeInCapacity" => ScalingAdjustmentType::ChangeInCapacity,
"ExactCapacity" => ScalingAdjustmentType::ExactCapacity,
"PercentChangeInCapacity" => ScalingAdjustmentType::PercentChangeInCapacity,
other => ScalingAdjustmentType::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for ScalingAdjustmentType {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(ScalingAdjustmentType::from(s))
}
}
impl ScalingAdjustmentType {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
ScalingAdjustmentType::ChangeInCapacity => "ChangeInCapacity",
ScalingAdjustmentType::ExactCapacity => "ExactCapacity",
ScalingAdjustmentType::PercentChangeInCapacity => "PercentChangeInCapacity",
ScalingAdjustmentType::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&[
"ChangeInCapacity",
"ExactCapacity",
"PercentChangeInCapacity",
]
}
}
impl AsRef<str> for ScalingAdjustmentType {
fn as_ref(&self) -> &str {
self.as_str()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum SortOrder {
#[allow(missing_docs)] // documentation missing in model
Ascending,
#[allow(missing_docs)] // documentation missing in model
Descending,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for SortOrder {
fn from(s: &str) -> Self {
match s {
"ASCENDING" => SortOrder::Ascending,
"DESCENDING" => SortOrder::Descending,
other => SortOrder::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for SortOrder {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(SortOrder::from(s))
}
}
impl SortOrder {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
SortOrder::Ascending => "ASCENDING",
SortOrder::Descending => "DESCENDING",
SortOrder::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["ASCENDING", "DESCENDING"]
}
}
impl AsRef<str> for SortOrder {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>Information required to remotely connect to a fleet instance. Access is requested
/// by calling <a>GetInstanceAccess</a>. </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct InstanceAccess {
/// <p>A unique identifier for the fleet containing the instance being accessed.</p>
pub fleet_id: std::option::Option<std::string::String>,
/// <p>A unique identifier for the instance being accessed.</p>
pub instance_id: std::option::Option<std::string::String>,
/// <p>IP address that is assigned to the instance.</p>
pub ip_address: std::option::Option<std::string::String>,
/// <p>Operating system that is running on the instance.</p>
pub operating_system: std::option::Option<crate::model::OperatingSystem>,
/// <p>Credentials required to access the instance.</p>
pub credentials: std::option::Option<crate::model::InstanceCredentials>,
}
impl InstanceAccess {
/// <p>A unique identifier for the fleet containing the instance being accessed.</p>
pub fn fleet_id(&self) -> std::option::Option<&str> {
self.fleet_id.as_deref()
}
/// <p>A unique identifier for the instance being accessed.</p>
pub fn instance_id(&self) -> std::option::Option<&str> {
self.instance_id.as_deref()
}
/// <p>IP address that is assigned to the instance.</p>
pub fn ip_address(&self) -> std::option::Option<&str> {
self.ip_address.as_deref()
}
/// <p>Operating system that is running on the instance.</p>
pub fn operating_system(&self) -> std::option::Option<&crate::model::OperatingSystem> {
self.operating_system.as_ref()
}
/// <p>Credentials required to access the instance.</p>
pub fn credentials(&self) -> std::option::Option<&crate::model::InstanceCredentials> {
self.credentials.as_ref()
}
}
impl std::fmt::Debug for InstanceAccess {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("InstanceAccess");
formatter.field("fleet_id", &self.fleet_id);
formatter.field("instance_id", &self.instance_id);
formatter.field("ip_address", &self.ip_address);
formatter.field("operating_system", &self.operating_system);
formatter.field("credentials", &"*** Sensitive Data Redacted ***");
formatter.finish()
}
}
/// See [`InstanceAccess`](crate::model::InstanceAccess)
pub mod instance_access {
/// A builder for [`InstanceAccess`](crate::model::InstanceAccess)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) fleet_id: std::option::Option<std::string::String>,
pub(crate) instance_id: std::option::Option<std::string::String>,
pub(crate) ip_address: std::option::Option<std::string::String>,
pub(crate) operating_system: std::option::Option<crate::model::OperatingSystem>,
pub(crate) credentials: std::option::Option<crate::model::InstanceCredentials>,
}
impl Builder {
/// <p>A unique identifier for the fleet containing the instance being accessed.</p>
pub fn fleet_id(mut self, input: impl Into<std::string::String>) -> Self {
self.fleet_id = Some(input.into());
self
}
/// <p>A unique identifier for the fleet containing the instance being accessed.</p>
pub fn set_fleet_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.fleet_id = input;
self
}
/// <p>A unique identifier for the instance being accessed.</p>
pub fn instance_id(mut self, input: impl Into<std::string::String>) -> Self {
self.instance_id = Some(input.into());
self
}
/// <p>A unique identifier for the instance being accessed.</p>
pub fn set_instance_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.instance_id = input;
self
}
/// <p>IP address that is assigned to the instance.</p>
pub fn ip_address(mut self, input: impl Into<std::string::String>) -> Self {
self.ip_address = Some(input.into());
self
}
/// <p>IP address that is assigned to the instance.</p>
pub fn set_ip_address(mut self, input: std::option::Option<std::string::String>) -> Self {
self.ip_address = input;
self
}
/// <p>Operating system that is running on the instance.</p>
pub fn operating_system(mut self, input: crate::model::OperatingSystem) -> Self {
self.operating_system = Some(input);
self
}
/// <p>Operating system that is running on the instance.</p>
pub fn set_operating_system(
mut self,
input: std::option::Option<crate::model::OperatingSystem>,
) -> Self {
self.operating_system = input;
self
}
/// <p>Credentials required to access the instance.</p>
pub fn credentials(mut self, input: crate::model::InstanceCredentials) -> Self {
self.credentials = Some(input);
self
}
/// <p>Credentials required to access the instance.</p>
pub fn set_credentials(
mut self,
input: std::option::Option<crate::model::InstanceCredentials>,
) -> Self {
self.credentials = input;
self
}
/// Consumes the builder and constructs a [`InstanceAccess`](crate::model::InstanceAccess)
pub fn build(self) -> crate::model::InstanceAccess {
crate::model::InstanceAccess {
fleet_id: self.fleet_id,
instance_id: self.instance_id,
ip_address: self.ip_address,
operating_system: self.operating_system,
credentials: self.credentials,
}
}
}
}
impl InstanceAccess {
/// Creates a new builder-style object to manufacture [`InstanceAccess`](crate::model::InstanceAccess)
pub fn builder() -> crate::model::instance_access::Builder {
crate::model::instance_access::Builder::default()
}
}
/// <p>Set of credentials required to remotely access a fleet instance. Access credentials
/// are requested by calling <a>GetInstanceAccess</a> and returned in an <a>InstanceAccess</a> object.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct InstanceCredentials {
/// <p>User login string.</p>
pub user_name: std::option::Option<std::string::String>,
/// <p>Secret string. For Windows instances, the secret is a password for use with Windows
/// Remote Desktop. For Linux instances, it is a private key (which must be saved as a
/// <code>.pem</code> file) for use with SSH.</p>
pub secret: std::option::Option<std::string::String>,
}
impl InstanceCredentials {
/// <p>User login string.</p>
pub fn user_name(&self) -> std::option::Option<&str> {
self.user_name.as_deref()
}
/// <p>Secret string. For Windows instances, the secret is a password for use with Windows
/// Remote Desktop. For Linux instances, it is a private key (which must be saved as a
/// <code>.pem</code> file) for use with SSH.</p>
pub fn secret(&self) -> std::option::Option<&str> {
self.secret.as_deref()
}
}
impl std::fmt::Debug for InstanceCredentials {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("InstanceCredentials");
formatter.field("user_name", &self.user_name);
formatter.field("secret", &self.secret);
formatter.finish()
}
}
/// See [`InstanceCredentials`](crate::model::InstanceCredentials)
pub mod instance_credentials {
/// A builder for [`InstanceCredentials`](crate::model::InstanceCredentials)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) user_name: std::option::Option<std::string::String>,
pub(crate) secret: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>User login string.</p>
pub fn user_name(mut self, input: impl Into<std::string::String>) -> Self {
self.user_name = Some(input.into());
self
}
/// <p>User login string.</p>
pub fn set_user_name(mut self, input: std::option::Option<std::string::String>) -> Self {
self.user_name = input;
self
}
/// <p>Secret string. For Windows instances, the secret is a password for use with Windows
/// Remote Desktop. For Linux instances, it is a private key (which must be saved as a
/// <code>.pem</code> file) for use with SSH.</p>
pub fn secret(mut self, input: impl Into<std::string::String>) -> Self {
self.secret = Some(input.into());
self
}
/// <p>Secret string. For Windows instances, the secret is a password for use with Windows
/// Remote Desktop. For Linux instances, it is a private key (which must be saved as a
/// <code>.pem</code> file) for use with SSH.</p>
pub fn set_secret(mut self, input: std::option::Option<std::string::String>) -> Self {
self.secret = input;
self
}
/// Consumes the builder and constructs a [`InstanceCredentials`](crate::model::InstanceCredentials)
pub fn build(self) -> crate::model::InstanceCredentials {
crate::model::InstanceCredentials {
user_name: self.user_name,
secret: self.secret,
}
}
}
}
impl InstanceCredentials {
/// Creates a new builder-style object to manufacture [`InstanceCredentials`](crate::model::InstanceCredentials)
pub fn builder() -> crate::model::instance_credentials::Builder {
crate::model::instance_credentials::Builder::default()
}
}
/// <p>Represents a peering connection between a VPC on one of your AWS accounts and the
/// VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a
/// pending connection that has not yet been established.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>CreateVpcPeeringAuthorization</a> |
/// <a>DescribeVpcPeeringAuthorizations</a> |
/// <a>DeleteVpcPeeringAuthorization</a> |
/// <a>CreateVpcPeeringConnection</a> |
/// <a>DescribeVpcPeeringConnections</a> |
/// <a>DeleteVpcPeeringConnection</a> |
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct VpcPeeringConnection {
/// <p>A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.</p>
pub fleet_id: std::option::Option<std::string::String>,
/// <p>
/// The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift fleet resource for this connection.
/// </p>
pub fleet_arn: std::option::Option<std::string::String>,
/// <p>CIDR block of IPv4 addresses assigned to the VPC peering connection for the
/// GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these
/// blocks cannot overlap or the peering connection cannot be created. </p>
pub ip_v4_cidr_block: std::option::Option<std::string::String>,
/// <p>A unique identifier that is automatically assigned to the connection record. This ID
/// is referenced in VPC peering connection events, and is used when deleting a connection
/// with <a>DeleteVpcPeeringConnection</a>. </p>
pub vpc_peering_connection_id: std::option::Option<std::string::String>,
/// <p>The status information about the connection. Status indicates if a
/// connection is pending, successful, or failed.</p>
pub status: std::option::Option<crate::model::VpcPeeringConnectionStatus>,
/// <p>A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The
/// VPC must be in the same Region as your fleet. To look up a VPC ID, use the
/// <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a> in the AWS Management Console.
/// Learn more about VPC peering in <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with GameLift Fleets</a>.</p>
pub peer_vpc_id: std::option::Option<std::string::String>,
/// <p>A unique identifier for the VPC that contains the Amazon GameLift fleet for this
/// connection. This VPC is managed by Amazon GameLift and does not appear in your AWS account.
/// </p>
pub game_lift_vpc_id: std::option::Option<std::string::String>,
}
impl VpcPeeringConnection {
/// <p>A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.</p>
pub fn fleet_id(&self) -> std::option::Option<&str> {
self.fleet_id.as_deref()
}
/// <p>
/// The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift fleet resource for this connection.
/// </p>
pub fn fleet_arn(&self) -> std::option::Option<&str> {
self.fleet_arn.as_deref()
}
/// <p>CIDR block of IPv4 addresses assigned to the VPC peering connection for the
/// GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these
/// blocks cannot overlap or the peering connection cannot be created. </p>
pub fn ip_v4_cidr_block(&self) -> std::option::Option<&str> {
self.ip_v4_cidr_block.as_deref()
}
/// <p>A unique identifier that is automatically assigned to the connection record. This ID
/// is referenced in VPC peering connection events, and is used when deleting a connection
/// with <a>DeleteVpcPeeringConnection</a>. </p>
pub fn vpc_peering_connection_id(&self) -> std::option::Option<&str> {
self.vpc_peering_connection_id.as_deref()
}
/// <p>The status information about the connection. Status indicates if a
/// connection is pending, successful, or failed.</p>
pub fn status(&self) -> std::option::Option<&crate::model::VpcPeeringConnectionStatus> {
self.status.as_ref()
}
/// <p>A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The
/// VPC must be in the same Region as your fleet. To look up a VPC ID, use the
/// <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a> in the AWS Management Console.
/// Learn more about VPC peering in <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with GameLift Fleets</a>.</p>
pub fn peer_vpc_id(&self) -> std::option::Option<&str> {
self.peer_vpc_id.as_deref()
}
/// <p>A unique identifier for the VPC that contains the Amazon GameLift fleet for this
/// connection. This VPC is managed by Amazon GameLift and does not appear in your AWS account.
/// </p>
pub fn game_lift_vpc_id(&self) -> std::option::Option<&str> {
self.game_lift_vpc_id.as_deref()
}
}
impl std::fmt::Debug for VpcPeeringConnection {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("VpcPeeringConnection");
formatter.field("fleet_id", &self.fleet_id);
formatter.field("fleet_arn", &self.fleet_arn);
formatter.field("ip_v4_cidr_block", &self.ip_v4_cidr_block);
formatter.field("vpc_peering_connection_id", &self.vpc_peering_connection_id);
formatter.field("status", &self.status);
formatter.field("peer_vpc_id", &self.peer_vpc_id);
formatter.field("game_lift_vpc_id", &self.game_lift_vpc_id);
formatter.finish()
}
}
/// See [`VpcPeeringConnection`](crate::model::VpcPeeringConnection)
pub mod vpc_peering_connection {
/// A builder for [`VpcPeeringConnection`](crate::model::VpcPeeringConnection)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) fleet_id: std::option::Option<std::string::String>,
pub(crate) fleet_arn: std::option::Option<std::string::String>,
pub(crate) ip_v4_cidr_block: std::option::Option<std::string::String>,
pub(crate) vpc_peering_connection_id: std::option::Option<std::string::String>,
pub(crate) status: std::option::Option<crate::model::VpcPeeringConnectionStatus>,
pub(crate) peer_vpc_id: std::option::Option<std::string::String>,
pub(crate) game_lift_vpc_id: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.</p>
pub fn fleet_id(mut self, input: impl Into<std::string::String>) -> Self {
self.fleet_id = Some(input.into());
self
}
/// <p>A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.</p>
pub fn set_fleet_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.fleet_id = input;
self
}
/// <p>
/// The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift fleet resource for this connection.
/// </p>
pub fn fleet_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.fleet_arn = Some(input.into());
self
}
/// <p>
/// The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift fleet resource for this connection.
/// </p>
pub fn set_fleet_arn(mut self, input: std::option::Option<std::string::String>) -> Self {
self.fleet_arn = input;
self
}
/// <p>CIDR block of IPv4 addresses assigned to the VPC peering connection for the
/// GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these
/// blocks cannot overlap or the peering connection cannot be created. </p>
pub fn ip_v4_cidr_block(mut self, input: impl Into<std::string::String>) -> Self {
self.ip_v4_cidr_block = Some(input.into());
self
}
/// <p>CIDR block of IPv4 addresses assigned to the VPC peering connection for the
/// GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these
/// blocks cannot overlap or the peering connection cannot be created. </p>
pub fn set_ip_v4_cidr_block(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.ip_v4_cidr_block = input;
self
}
/// <p>A unique identifier that is automatically assigned to the connection record. This ID
/// is referenced in VPC peering connection events, and is used when deleting a connection
/// with <a>DeleteVpcPeeringConnection</a>. </p>
pub fn vpc_peering_connection_id(mut self, input: impl Into<std::string::String>) -> Self {
self.vpc_peering_connection_id = Some(input.into());
self
}
/// <p>A unique identifier that is automatically assigned to the connection record. This ID
/// is referenced in VPC peering connection events, and is used when deleting a connection
/// with <a>DeleteVpcPeeringConnection</a>. </p>
pub fn set_vpc_peering_connection_id(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.vpc_peering_connection_id = input;
self
}
/// <p>The status information about the connection. Status indicates if a
/// connection is pending, successful, or failed.</p>
pub fn status(mut self, input: crate::model::VpcPeeringConnectionStatus) -> Self {
self.status = Some(input);
self
}
/// <p>The status information about the connection. Status indicates if a
/// connection is pending, successful, or failed.</p>
pub fn set_status(
mut self,
input: std::option::Option<crate::model::VpcPeeringConnectionStatus>,
) -> Self {
self.status = input;
self
}
/// <p>A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The
/// VPC must be in the same Region as your fleet. To look up a VPC ID, use the
/// <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a> in the AWS Management Console.
/// Learn more about VPC peering in <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with GameLift Fleets</a>.</p>
pub fn peer_vpc_id(mut self, input: impl Into<std::string::String>) -> Self {
self.peer_vpc_id = Some(input.into());
self
}
/// <p>A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The
/// VPC must be in the same Region as your fleet. To look up a VPC ID, use the
/// <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a> in the AWS Management Console.
/// Learn more about VPC peering in <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with GameLift Fleets</a>.</p>
pub fn set_peer_vpc_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.peer_vpc_id = input;
self
}
/// <p>A unique identifier for the VPC that contains the Amazon GameLift fleet for this
/// connection. This VPC is managed by Amazon GameLift and does not appear in your AWS account.
/// </p>
pub fn game_lift_vpc_id(mut self, input: impl Into<std::string::String>) -> Self {
self.game_lift_vpc_id = Some(input.into());
self
}
/// <p>A unique identifier for the VPC that contains the Amazon GameLift fleet for this
/// connection. This VPC is managed by Amazon GameLift and does not appear in your AWS account.
/// </p>
pub fn set_game_lift_vpc_id(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_lift_vpc_id = input;
self
}
/// Consumes the builder and constructs a [`VpcPeeringConnection`](crate::model::VpcPeeringConnection)
pub fn build(self) -> crate::model::VpcPeeringConnection {
crate::model::VpcPeeringConnection {
fleet_id: self.fleet_id,
fleet_arn: self.fleet_arn,
ip_v4_cidr_block: self.ip_v4_cidr_block,
vpc_peering_connection_id: self.vpc_peering_connection_id,
status: self.status,
peer_vpc_id: self.peer_vpc_id,
game_lift_vpc_id: self.game_lift_vpc_id,
}
}
}
}
impl VpcPeeringConnection {
/// Creates a new builder-style object to manufacture [`VpcPeeringConnection`](crate::model::VpcPeeringConnection)
pub fn builder() -> crate::model::vpc_peering_connection::Builder {
crate::model::vpc_peering_connection::Builder::default()
}
}
/// <p>Represents status information for a VPC peering connection. Status is associated
/// with a <a>VpcPeeringConnection</a> object. Status codes and messages are
/// provided from EC2 (see <a href="https://docs.aws.amazon.com/AWSEC2/latest/APIReference/API_VpcPeeringConnectionStateReason.html">VpcPeeringConnectionStateReason</a>). Connection status information is also
/// communicated as a fleet <a>Event</a>.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct VpcPeeringConnectionStatus {
/// <p>Code indicating the status of a VPC peering connection.</p>
pub code: std::option::Option<std::string::String>,
/// <p>Additional messaging associated with the connection status. </p>
pub message: std::option::Option<std::string::String>,
}
impl VpcPeeringConnectionStatus {
/// <p>Code indicating the status of a VPC peering connection.</p>
pub fn code(&self) -> std::option::Option<&str> {
self.code.as_deref()
}
/// <p>Additional messaging associated with the connection status. </p>
pub fn message(&self) -> std::option::Option<&str> {
self.message.as_deref()
}
}
impl std::fmt::Debug for VpcPeeringConnectionStatus {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("VpcPeeringConnectionStatus");
formatter.field("code", &self.code);
formatter.field("message", &self.message);
formatter.finish()
}
}
/// See [`VpcPeeringConnectionStatus`](crate::model::VpcPeeringConnectionStatus)
pub mod vpc_peering_connection_status {
/// A builder for [`VpcPeeringConnectionStatus`](crate::model::VpcPeeringConnectionStatus)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) code: std::option::Option<std::string::String>,
pub(crate) message: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>Code indicating the status of a VPC peering connection.</p>
pub fn code(mut self, input: impl Into<std::string::String>) -> Self {
self.code = Some(input.into());
self
}
/// <p>Code indicating the status of a VPC peering connection.</p>
pub fn set_code(mut self, input: std::option::Option<std::string::String>) -> Self {
self.code = input;
self
}
/// <p>Additional messaging associated with the connection status. </p>
pub fn message(mut self, input: impl Into<std::string::String>) -> Self {
self.message = Some(input.into());
self
}
/// <p>Additional messaging associated with the connection status. </p>
pub fn set_message(mut self, input: std::option::Option<std::string::String>) -> Self {
self.message = input;
self
}
/// Consumes the builder and constructs a [`VpcPeeringConnectionStatus`](crate::model::VpcPeeringConnectionStatus)
pub fn build(self) -> crate::model::VpcPeeringConnectionStatus {
crate::model::VpcPeeringConnectionStatus {
code: self.code,
message: self.message,
}
}
}
}
impl VpcPeeringConnectionStatus {
/// Creates a new builder-style object to manufacture [`VpcPeeringConnectionStatus`](crate::model::VpcPeeringConnectionStatus)
pub fn builder() -> crate::model::vpc_peering_connection_status::Builder {
crate::model::vpc_peering_connection_status::Builder::default()
}
}
/// <p>Represents an authorization for a VPC peering connection between the VPC for an
/// Amazon GameLift fleet and another VPC on an account you have access to. This authorization
/// must exist and be valid for the peering connection to be established. Authorizations are
/// valid for 24 hours after they are issued.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>CreateVpcPeeringAuthorization</a> |
/// <a>DescribeVpcPeeringAuthorizations</a> |
/// <a>DeleteVpcPeeringAuthorization</a> |
/// <a>CreateVpcPeeringConnection</a> |
/// <a>DescribeVpcPeeringConnections</a> |
/// <a>DeleteVpcPeeringConnection</a> |
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct VpcPeeringAuthorization {
/// <p>A unique identifier for the AWS account that you use to manage your GameLift fleet.
/// You can find your Account ID in the AWS Management Console under account settings.</p>
pub game_lift_aws_account_id: std::option::Option<std::string::String>,
/// <p></p>
pub peer_vpc_aws_account_id: std::option::Option<std::string::String>,
/// <p>A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The
/// VPC must be in the same Region as your fleet. To look up a VPC ID, use the
/// <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a> in the AWS Management Console.
/// Learn more about VPC peering in <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with GameLift Fleets</a>.</p>
pub peer_vpc_id: std::option::Option<std::string::String>,
/// <p>Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub creation_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>Time stamp indicating when this authorization expires (24 hours after issuance).
/// Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub expiration_time: std::option::Option<aws_smithy_types::DateTime>,
}
impl VpcPeeringAuthorization {
/// <p>A unique identifier for the AWS account that you use to manage your GameLift fleet.
/// You can find your Account ID in the AWS Management Console under account settings.</p>
pub fn game_lift_aws_account_id(&self) -> std::option::Option<&str> {
self.game_lift_aws_account_id.as_deref()
}
/// <p></p>
pub fn peer_vpc_aws_account_id(&self) -> std::option::Option<&str> {
self.peer_vpc_aws_account_id.as_deref()
}
/// <p>A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The
/// VPC must be in the same Region as your fleet. To look up a VPC ID, use the
/// <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a> in the AWS Management Console.
/// Learn more about VPC peering in <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with GameLift Fleets</a>.</p>
pub fn peer_vpc_id(&self) -> std::option::Option<&str> {
self.peer_vpc_id.as_deref()
}
/// <p>Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.creation_time.as_ref()
}
/// <p>Time stamp indicating when this authorization expires (24 hours after issuance).
/// Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn expiration_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.expiration_time.as_ref()
}
}
impl std::fmt::Debug for VpcPeeringAuthorization {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("VpcPeeringAuthorization");
formatter.field("game_lift_aws_account_id", &self.game_lift_aws_account_id);
formatter.field("peer_vpc_aws_account_id", &self.peer_vpc_aws_account_id);
formatter.field("peer_vpc_id", &self.peer_vpc_id);
formatter.field("creation_time", &self.creation_time);
formatter.field("expiration_time", &self.expiration_time);
formatter.finish()
}
}
/// See [`VpcPeeringAuthorization`](crate::model::VpcPeeringAuthorization)
pub mod vpc_peering_authorization {
/// A builder for [`VpcPeeringAuthorization`](crate::model::VpcPeeringAuthorization)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) game_lift_aws_account_id: std::option::Option<std::string::String>,
pub(crate) peer_vpc_aws_account_id: std::option::Option<std::string::String>,
pub(crate) peer_vpc_id: std::option::Option<std::string::String>,
pub(crate) creation_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) expiration_time: std::option::Option<aws_smithy_types::DateTime>,
}
impl Builder {
/// <p>A unique identifier for the AWS account that you use to manage your GameLift fleet.
/// You can find your Account ID in the AWS Management Console under account settings.</p>
pub fn game_lift_aws_account_id(mut self, input: impl Into<std::string::String>) -> Self {
self.game_lift_aws_account_id = Some(input.into());
self
}
/// <p>A unique identifier for the AWS account that you use to manage your GameLift fleet.
/// You can find your Account ID in the AWS Management Console under account settings.</p>
pub fn set_game_lift_aws_account_id(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_lift_aws_account_id = input;
self
}
/// <p></p>
pub fn peer_vpc_aws_account_id(mut self, input: impl Into<std::string::String>) -> Self {
self.peer_vpc_aws_account_id = Some(input.into());
self
}
/// <p></p>
pub fn set_peer_vpc_aws_account_id(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.peer_vpc_aws_account_id = input;
self
}
/// <p>A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The
/// VPC must be in the same Region as your fleet. To look up a VPC ID, use the
/// <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a> in the AWS Management Console.
/// Learn more about VPC peering in <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with GameLift Fleets</a>.</p>
pub fn peer_vpc_id(mut self, input: impl Into<std::string::String>) -> Self {
self.peer_vpc_id = Some(input.into());
self
}
/// <p>A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The
/// VPC must be in the same Region as your fleet. To look up a VPC ID, use the
/// <a href="https://console.aws.amazon.com/vpc/">VPC Dashboard</a> in the AWS Management Console.
/// Learn more about VPC peering in <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with GameLift Fleets</a>.</p>
pub fn set_peer_vpc_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.peer_vpc_id = input;
self
}
/// <p>Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.creation_time = Some(input);
self
}
/// <p>Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_creation_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.creation_time = input;
self
}
/// <p>Time stamp indicating when this authorization expires (24 hours after issuance).
/// Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn expiration_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.expiration_time = Some(input);
self
}
/// <p>Time stamp indicating when this authorization expires (24 hours after issuance).
/// Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_expiration_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.expiration_time = input;
self
}
/// Consumes the builder and constructs a [`VpcPeeringAuthorization`](crate::model::VpcPeeringAuthorization)
pub fn build(self) -> crate::model::VpcPeeringAuthorization {
crate::model::VpcPeeringAuthorization {
game_lift_aws_account_id: self.game_lift_aws_account_id,
peer_vpc_aws_account_id: self.peer_vpc_aws_account_id,
peer_vpc_id: self.peer_vpc_id,
creation_time: self.creation_time,
expiration_time: self.expiration_time,
}
}
}
}
impl VpcPeeringAuthorization {
/// Creates a new builder-style object to manufacture [`VpcPeeringAuthorization`](crate::model::VpcPeeringAuthorization)
pub fn builder() -> crate::model::vpc_peering_authorization::Builder {
crate::model::vpc_peering_authorization::Builder::default()
}
}
/// <p>Rule that controls how a fleet is scaled. Scaling policies are uniquely identified
/// by the combination of name and fleet ID.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>DescribeFleetCapacity</a> |
/// <a>UpdateFleetCapacity</a> |
/// <a>DescribeEC2InstanceLimits</a> |
/// <a>PutScalingPolicy</a> |
/// <a>DescribeScalingPolicies</a> |
/// <a>DeleteScalingPolicy</a> |
/// <a>StopFleetActions</a> |
/// <a>StartFleetActions</a> |
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct ScalingPolicy {
/// <p>A unique identifier for the fleet that is associated with this scaling policy.</p>
pub fleet_id: std::option::Option<std::string::String>,
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>.</p>
pub fleet_arn: std::option::Option<std::string::String>,
/// <p>A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.</p>
pub name: std::option::Option<std::string::String>,
/// <p>Current status of the scaling policy. The scaling policy can be in force only when
/// in an <code>ACTIVE</code> status. Scaling policies can be suspended for individual
/// fleets (see <a>StopFleetActions</a>; if suspended for a fleet, the policy
/// status does not change. View a fleet's stopped actions by calling <a>DescribeFleetCapacity</a>.</p>
/// <ul>
/// <li>
/// <p>
/// <b>ACTIVE</b> -- The scaling policy can be used for
/// auto-scaling a fleet.</p>
/// </li>
/// <li>
/// <p>
/// <b>UPDATE_REQUESTED</b> -- A request to update the
/// scaling policy has been received.</p>
/// </li>
/// <li>
/// <p>
/// <b>UPDATING</b> -- A change is being made to the
/// scaling policy.</p>
/// </li>
/// <li>
/// <p>
/// <b>DELETE_REQUESTED</b> -- A request to delete the
/// scaling policy has been received.</p>
/// </li>
/// <li>
/// <p>
/// <b>DELETING</b> -- The scaling policy is being
/// deleted.</p>
/// </li>
/// <li>
/// <p>
/// <b>DELETED</b> -- The scaling policy has been
/// deleted.</p>
/// </li>
/// <li>
/// <p>
/// <b>ERROR</b> -- An error occurred in creating the
/// policy. It should be removed and recreated.</p>
/// </li>
/// </ul>
pub status: std::option::Option<crate::model::ScalingStatusType>,
/// <p>Amount of adjustment to make, based on the scaling adjustment type.</p>
pub scaling_adjustment: i32,
/// <p>The type of adjustment to make to a fleet's instance count (see <a>FleetCapacity</a>):</p>
/// <ul>
/// <li>
/// <p>
/// <b>ChangeInCapacity</b> -- add (or subtract) the
/// scaling adjustment value from the current instance count. Positive values scale
/// up while negative values scale down.</p>
/// </li>
/// <li>
/// <p>
/// <b>ExactCapacity</b> -- set the instance count to the
/// scaling adjustment value.</p>
/// </li>
/// <li>
/// <p>
/// <b>PercentChangeInCapacity</b> -- increase or reduce
/// the current instance count by the scaling adjustment, read as a percentage.
/// Positive values scale up while negative values scale down.</p>
/// </li>
/// </ul>
pub scaling_adjustment_type: std::option::Option<crate::model::ScalingAdjustmentType>,
/// <p>Comparison operator to use when measuring a metric against the threshold
/// value.</p>
pub comparison_operator: std::option::Option<crate::model::ComparisonOperatorType>,
/// <p>Metric value used to trigger a scaling event.</p>
pub threshold: f64,
/// <p>Length of time (in minutes) the metric must be at or beyond the threshold before a
/// scaling event is triggered.</p>
pub evaluation_periods: std::option::Option<i32>,
/// <p>Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For
/// detailed descriptions of fleet metrics, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html">Monitor Amazon GameLift
/// with Amazon CloudWatch</a>. </p>
/// <ul>
/// <li>
/// <p>
/// <b>ActivatingGameSessions</b> -- Game sessions in
/// the process of being created.</p>
/// </li>
/// <li>
/// <p>
/// <b>ActiveGameSessions</b> -- Game sessions that
/// are currently running.</p>
/// </li>
/// <li>
/// <p>
/// <b>ActiveInstances</b> -- Fleet instances that
/// are currently running at least one game session.</p>
/// </li>
/// <li>
/// <p>
/// <b>AvailableGameSessions</b> -- Additional game
/// sessions that fleet could host simultaneously, given current capacity.</p>
/// </li>
/// <li>
/// <p>
/// <b>AvailablePlayerSessions</b> -- Empty player
/// slots in currently active game sessions. This includes game sessions that are
/// not currently accepting players. Reserved player slots are not
/// included.</p>
/// </li>
/// <li>
/// <p>
/// <b>CurrentPlayerSessions</b> -- Player slots in
/// active game sessions that are being used by a player or are reserved for a
/// player. </p>
/// </li>
/// <li>
/// <p>
/// <b>IdleInstances</b> -- Active instances that are
/// currently hosting zero game sessions. </p>
/// </li>
/// <li>
/// <p>
/// <b>PercentAvailableGameSessions</b> -- Unused
/// percentage of the total number of game sessions that a fleet could host
/// simultaneously, given current capacity. Use this metric for a target-based
/// scaling policy.</p>
/// </li>
/// <li>
/// <p>
/// <b>PercentIdleInstances</b> -- Percentage of the
/// total number of active instances that are hosting zero game sessions.</p>
/// </li>
/// <li>
/// <p>
/// <b>QueueDepth</b> -- Pending game session
/// placement requests, in any queue, where the current fleet is the top-priority
/// destination.</p>
/// </li>
/// <li>
/// <p>
/// <b>WaitTime</b> -- Current wait time for pending
/// game session placement requests, in any queue, where the current fleet is the
/// top-priority destination. </p>
/// </li>
/// </ul>
pub metric_name: std::option::Option<crate::model::MetricName>,
/// <p>The type of scaling policy to create. For a target-based policy, set the parameter
/// <i>MetricName</i> to 'PercentAvailableGameSessions' and specify a
/// <i>TargetConfiguration</i>. For a rule-based policy set the following
/// parameters: <i>MetricName</i>, <i>ComparisonOperator</i>,
/// <i>Threshold</i>, <i>EvaluationPeriods</i>,
/// <i>ScalingAdjustmentType</i>, and
/// <i>ScalingAdjustment</i>.</p>
pub policy_type: std::option::Option<crate::model::PolicyType>,
/// <p>An object that contains settings for a target-based scaling policy.</p>
pub target_configuration: std::option::Option<crate::model::TargetConfiguration>,
/// <p>The current status of the fleet's scaling policies in a requested fleet location. The
/// status <code>PENDING_UPDATE</code> indicates that an update was requested for the fleet
/// but has not yet been completed for the location.</p>
pub update_status: std::option::Option<crate::model::LocationUpdateStatus>,
/// <p>
///
/// </p>
pub location: std::option::Option<std::string::String>,
}
impl ScalingPolicy {
/// <p>A unique identifier for the fleet that is associated with this scaling policy.</p>
pub fn fleet_id(&self) -> std::option::Option<&str> {
self.fleet_id.as_deref()
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>.</p>
pub fn fleet_arn(&self) -> std::option::Option<&str> {
self.fleet_arn.as_deref()
}
/// <p>A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.</p>
pub fn name(&self) -> std::option::Option<&str> {
self.name.as_deref()
}
/// <p>Current status of the scaling policy. The scaling policy can be in force only when
/// in an <code>ACTIVE</code> status. Scaling policies can be suspended for individual
/// fleets (see <a>StopFleetActions</a>; if suspended for a fleet, the policy
/// status does not change. View a fleet's stopped actions by calling <a>DescribeFleetCapacity</a>.</p>
/// <ul>
/// <li>
/// <p>
/// <b>ACTIVE</b> -- The scaling policy can be used for
/// auto-scaling a fleet.</p>
/// </li>
/// <li>
/// <p>
/// <b>UPDATE_REQUESTED</b> -- A request to update the
/// scaling policy has been received.</p>
/// </li>
/// <li>
/// <p>
/// <b>UPDATING</b> -- A change is being made to the
/// scaling policy.</p>
/// </li>
/// <li>
/// <p>
/// <b>DELETE_REQUESTED</b> -- A request to delete the
/// scaling policy has been received.</p>
/// </li>
/// <li>
/// <p>
/// <b>DELETING</b> -- The scaling policy is being
/// deleted.</p>
/// </li>
/// <li>
/// <p>
/// <b>DELETED</b> -- The scaling policy has been
/// deleted.</p>
/// </li>
/// <li>
/// <p>
/// <b>ERROR</b> -- An error occurred in creating the
/// policy. It should be removed and recreated.</p>
/// </li>
/// </ul>
pub fn status(&self) -> std::option::Option<&crate::model::ScalingStatusType> {
self.status.as_ref()
}
/// <p>Amount of adjustment to make, based on the scaling adjustment type.</p>
pub fn scaling_adjustment(&self) -> i32 {
self.scaling_adjustment
}
/// <p>The type of adjustment to make to a fleet's instance count (see <a>FleetCapacity</a>):</p>
/// <ul>
/// <li>
/// <p>
/// <b>ChangeInCapacity</b> -- add (or subtract) the
/// scaling adjustment value from the current instance count. Positive values scale
/// up while negative values scale down.</p>
/// </li>
/// <li>
/// <p>
/// <b>ExactCapacity</b> -- set the instance count to the
/// scaling adjustment value.</p>
/// </li>
/// <li>
/// <p>
/// <b>PercentChangeInCapacity</b> -- increase or reduce
/// the current instance count by the scaling adjustment, read as a percentage.
/// Positive values scale up while negative values scale down.</p>
/// </li>
/// </ul>
pub fn scaling_adjustment_type(
&self,
) -> std::option::Option<&crate::model::ScalingAdjustmentType> {
self.scaling_adjustment_type.as_ref()
}
/// <p>Comparison operator to use when measuring a metric against the threshold
/// value.</p>
pub fn comparison_operator(
&self,
) -> std::option::Option<&crate::model::ComparisonOperatorType> {
self.comparison_operator.as_ref()
}
/// <p>Metric value used to trigger a scaling event.</p>
pub fn threshold(&self) -> f64 {
self.threshold
}
/// <p>Length of time (in minutes) the metric must be at or beyond the threshold before a
/// scaling event is triggered.</p>
pub fn evaluation_periods(&self) -> std::option::Option<i32> {
self.evaluation_periods
}
/// <p>Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For
/// detailed descriptions of fleet metrics, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html">Monitor Amazon GameLift
/// with Amazon CloudWatch</a>. </p>
/// <ul>
/// <li>
/// <p>
/// <b>ActivatingGameSessions</b> -- Game sessions in
/// the process of being created.</p>
/// </li>
/// <li>
/// <p>
/// <b>ActiveGameSessions</b> -- Game sessions that
/// are currently running.</p>
/// </li>
/// <li>
/// <p>
/// <b>ActiveInstances</b> -- Fleet instances that
/// are currently running at least one game session.</p>
/// </li>
/// <li>
/// <p>
/// <b>AvailableGameSessions</b> -- Additional game
/// sessions that fleet could host simultaneously, given current capacity.</p>
/// </li>
/// <li>
/// <p>
/// <b>AvailablePlayerSessions</b> -- Empty player
/// slots in currently active game sessions. This includes game sessions that are
/// not currently accepting players. Reserved player slots are not
/// included.</p>
/// </li>
/// <li>
/// <p>
/// <b>CurrentPlayerSessions</b> -- Player slots in
/// active game sessions that are being used by a player or are reserved for a
/// player. </p>
/// </li>
/// <li>
/// <p>
/// <b>IdleInstances</b> -- Active instances that are
/// currently hosting zero game sessions. </p>
/// </li>
/// <li>
/// <p>
/// <b>PercentAvailableGameSessions</b> -- Unused
/// percentage of the total number of game sessions that a fleet could host
/// simultaneously, given current capacity. Use this metric for a target-based
/// scaling policy.</p>
/// </li>
/// <li>
/// <p>
/// <b>PercentIdleInstances</b> -- Percentage of the
/// total number of active instances that are hosting zero game sessions.</p>
/// </li>
/// <li>
/// <p>
/// <b>QueueDepth</b> -- Pending game session
/// placement requests, in any queue, where the current fleet is the top-priority
/// destination.</p>
/// </li>
/// <li>
/// <p>
/// <b>WaitTime</b> -- Current wait time for pending
/// game session placement requests, in any queue, where the current fleet is the
/// top-priority destination. </p>
/// </li>
/// </ul>
pub fn metric_name(&self) -> std::option::Option<&crate::model::MetricName> {
self.metric_name.as_ref()
}
/// <p>The type of scaling policy to create. For a target-based policy, set the parameter
/// <i>MetricName</i> to 'PercentAvailableGameSessions' and specify a
/// <i>TargetConfiguration</i>. For a rule-based policy set the following
/// parameters: <i>MetricName</i>, <i>ComparisonOperator</i>,
/// <i>Threshold</i>, <i>EvaluationPeriods</i>,
/// <i>ScalingAdjustmentType</i>, and
/// <i>ScalingAdjustment</i>.</p>
pub fn policy_type(&self) -> std::option::Option<&crate::model::PolicyType> {
self.policy_type.as_ref()
}
/// <p>An object that contains settings for a target-based scaling policy.</p>
pub fn target_configuration(&self) -> std::option::Option<&crate::model::TargetConfiguration> {
self.target_configuration.as_ref()
}
/// <p>The current status of the fleet's scaling policies in a requested fleet location. The
/// status <code>PENDING_UPDATE</code> indicates that an update was requested for the fleet
/// but has not yet been completed for the location.</p>
pub fn update_status(&self) -> std::option::Option<&crate::model::LocationUpdateStatus> {
self.update_status.as_ref()
}
/// <p>
///
/// </p>
pub fn location(&self) -> std::option::Option<&str> {
self.location.as_deref()
}
}
impl std::fmt::Debug for ScalingPolicy {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("ScalingPolicy");
formatter.field("fleet_id", &self.fleet_id);
formatter.field("fleet_arn", &self.fleet_arn);
formatter.field("name", &self.name);
formatter.field("status", &self.status);
formatter.field("scaling_adjustment", &self.scaling_adjustment);
formatter.field("scaling_adjustment_type", &self.scaling_adjustment_type);
formatter.field("comparison_operator", &self.comparison_operator);
formatter.field("threshold", &self.threshold);
formatter.field("evaluation_periods", &self.evaluation_periods);
formatter.field("metric_name", &self.metric_name);
formatter.field("policy_type", &self.policy_type);
formatter.field("target_configuration", &self.target_configuration);
formatter.field("update_status", &self.update_status);
formatter.field("location", &self.location);
formatter.finish()
}
}
/// See [`ScalingPolicy`](crate::model::ScalingPolicy)
pub mod scaling_policy {
/// A builder for [`ScalingPolicy`](crate::model::ScalingPolicy)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) fleet_id: std::option::Option<std::string::String>,
pub(crate) fleet_arn: std::option::Option<std::string::String>,
pub(crate) name: std::option::Option<std::string::String>,
pub(crate) status: std::option::Option<crate::model::ScalingStatusType>,
pub(crate) scaling_adjustment: std::option::Option<i32>,
pub(crate) scaling_adjustment_type:
std::option::Option<crate::model::ScalingAdjustmentType>,
pub(crate) comparison_operator: std::option::Option<crate::model::ComparisonOperatorType>,
pub(crate) threshold: std::option::Option<f64>,
pub(crate) evaluation_periods: std::option::Option<i32>,
pub(crate) metric_name: std::option::Option<crate::model::MetricName>,
pub(crate) policy_type: std::option::Option<crate::model::PolicyType>,
pub(crate) target_configuration: std::option::Option<crate::model::TargetConfiguration>,
pub(crate) update_status: std::option::Option<crate::model::LocationUpdateStatus>,
pub(crate) location: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>A unique identifier for the fleet that is associated with this scaling policy.</p>
pub fn fleet_id(mut self, input: impl Into<std::string::String>) -> Self {
self.fleet_id = Some(input.into());
self
}
/// <p>A unique identifier for the fleet that is associated with this scaling policy.</p>
pub fn set_fleet_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.fleet_id = input;
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>.</p>
pub fn fleet_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.fleet_arn = Some(input.into());
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>.</p>
pub fn set_fleet_arn(mut self, input: std::option::Option<std::string::String>) -> Self {
self.fleet_arn = input;
self
}
/// <p>A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.</p>
pub fn name(mut self, input: impl Into<std::string::String>) -> Self {
self.name = Some(input.into());
self
}
/// <p>A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.</p>
pub fn set_name(mut self, input: std::option::Option<std::string::String>) -> Self {
self.name = input;
self
}
/// <p>Current status of the scaling policy. The scaling policy can be in force only when
/// in an <code>ACTIVE</code> status. Scaling policies can be suspended for individual
/// fleets (see <a>StopFleetActions</a>; if suspended for a fleet, the policy
/// status does not change. View a fleet's stopped actions by calling <a>DescribeFleetCapacity</a>.</p>
/// <ul>
/// <li>
/// <p>
/// <b>ACTIVE</b> -- The scaling policy can be used for
/// auto-scaling a fleet.</p>
/// </li>
/// <li>
/// <p>
/// <b>UPDATE_REQUESTED</b> -- A request to update the
/// scaling policy has been received.</p>
/// </li>
/// <li>
/// <p>
/// <b>UPDATING</b> -- A change is being made to the
/// scaling policy.</p>
/// </li>
/// <li>
/// <p>
/// <b>DELETE_REQUESTED</b> -- A request to delete the
/// scaling policy has been received.</p>
/// </li>
/// <li>
/// <p>
/// <b>DELETING</b> -- The scaling policy is being
/// deleted.</p>
/// </li>
/// <li>
/// <p>
/// <b>DELETED</b> -- The scaling policy has been
/// deleted.</p>
/// </li>
/// <li>
/// <p>
/// <b>ERROR</b> -- An error occurred in creating the
/// policy. It should be removed and recreated.</p>
/// </li>
/// </ul>
pub fn status(mut self, input: crate::model::ScalingStatusType) -> Self {
self.status = Some(input);
self
}
/// <p>Current status of the scaling policy. The scaling policy can be in force only when
/// in an <code>ACTIVE</code> status. Scaling policies can be suspended for individual
/// fleets (see <a>StopFleetActions</a>; if suspended for a fleet, the policy
/// status does not change. View a fleet's stopped actions by calling <a>DescribeFleetCapacity</a>.</p>
/// <ul>
/// <li>
/// <p>
/// <b>ACTIVE</b> -- The scaling policy can be used for
/// auto-scaling a fleet.</p>
/// </li>
/// <li>
/// <p>
/// <b>UPDATE_REQUESTED</b> -- A request to update the
/// scaling policy has been received.</p>
/// </li>
/// <li>
/// <p>
/// <b>UPDATING</b> -- A change is being made to the
/// scaling policy.</p>
/// </li>
/// <li>
/// <p>
/// <b>DELETE_REQUESTED</b> -- A request to delete the
/// scaling policy has been received.</p>
/// </li>
/// <li>
/// <p>
/// <b>DELETING</b> -- The scaling policy is being
/// deleted.</p>
/// </li>
/// <li>
/// <p>
/// <b>DELETED</b> -- The scaling policy has been
/// deleted.</p>
/// </li>
/// <li>
/// <p>
/// <b>ERROR</b> -- An error occurred in creating the
/// policy. It should be removed and recreated.</p>
/// </li>
/// </ul>
pub fn set_status(
mut self,
input: std::option::Option<crate::model::ScalingStatusType>,
) -> Self {
self.status = input;
self
}
/// <p>Amount of adjustment to make, based on the scaling adjustment type.</p>
pub fn scaling_adjustment(mut self, input: i32) -> Self {
self.scaling_adjustment = Some(input);
self
}
/// <p>Amount of adjustment to make, based on the scaling adjustment type.</p>
pub fn set_scaling_adjustment(mut self, input: std::option::Option<i32>) -> Self {
self.scaling_adjustment = input;
self
}
/// <p>The type of adjustment to make to a fleet's instance count (see <a>FleetCapacity</a>):</p>
/// <ul>
/// <li>
/// <p>
/// <b>ChangeInCapacity</b> -- add (or subtract) the
/// scaling adjustment value from the current instance count. Positive values scale
/// up while negative values scale down.</p>
/// </li>
/// <li>
/// <p>
/// <b>ExactCapacity</b> -- set the instance count to the
/// scaling adjustment value.</p>
/// </li>
/// <li>
/// <p>
/// <b>PercentChangeInCapacity</b> -- increase or reduce
/// the current instance count by the scaling adjustment, read as a percentage.
/// Positive values scale up while negative values scale down.</p>
/// </li>
/// </ul>
pub fn scaling_adjustment_type(
mut self,
input: crate::model::ScalingAdjustmentType,
) -> Self {
self.scaling_adjustment_type = Some(input);
self
}
/// <p>The type of adjustment to make to a fleet's instance count (see <a>FleetCapacity</a>):</p>
/// <ul>
/// <li>
/// <p>
/// <b>ChangeInCapacity</b> -- add (or subtract) the
/// scaling adjustment value from the current instance count. Positive values scale
/// up while negative values scale down.</p>
/// </li>
/// <li>
/// <p>
/// <b>ExactCapacity</b> -- set the instance count to the
/// scaling adjustment value.</p>
/// </li>
/// <li>
/// <p>
/// <b>PercentChangeInCapacity</b> -- increase or reduce
/// the current instance count by the scaling adjustment, read as a percentage.
/// Positive values scale up while negative values scale down.</p>
/// </li>
/// </ul>
pub fn set_scaling_adjustment_type(
mut self,
input: std::option::Option<crate::model::ScalingAdjustmentType>,
) -> Self {
self.scaling_adjustment_type = input;
self
}
/// <p>Comparison operator to use when measuring a metric against the threshold
/// value.</p>
pub fn comparison_operator(mut self, input: crate::model::ComparisonOperatorType) -> Self {
self.comparison_operator = Some(input);
self
}
/// <p>Comparison operator to use when measuring a metric against the threshold
/// value.</p>
pub fn set_comparison_operator(
mut self,
input: std::option::Option<crate::model::ComparisonOperatorType>,
) -> Self {
self.comparison_operator = input;
self
}
/// <p>Metric value used to trigger a scaling event.</p>
pub fn threshold(mut self, input: f64) -> Self {
self.threshold = Some(input);
self
}
/// <p>Metric value used to trigger a scaling event.</p>
pub fn set_threshold(mut self, input: std::option::Option<f64>) -> Self {
self.threshold = input;
self
}
/// <p>Length of time (in minutes) the metric must be at or beyond the threshold before a
/// scaling event is triggered.</p>
pub fn evaluation_periods(mut self, input: i32) -> Self {
self.evaluation_periods = Some(input);
self
}
/// <p>Length of time (in minutes) the metric must be at or beyond the threshold before a
/// scaling event is triggered.</p>
pub fn set_evaluation_periods(mut self, input: std::option::Option<i32>) -> Self {
self.evaluation_periods = input;
self
}
/// <p>Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For
/// detailed descriptions of fleet metrics, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html">Monitor Amazon GameLift
/// with Amazon CloudWatch</a>. </p>
/// <ul>
/// <li>
/// <p>
/// <b>ActivatingGameSessions</b> -- Game sessions in
/// the process of being created.</p>
/// </li>
/// <li>
/// <p>
/// <b>ActiveGameSessions</b> -- Game sessions that
/// are currently running.</p>
/// </li>
/// <li>
/// <p>
/// <b>ActiveInstances</b> -- Fleet instances that
/// are currently running at least one game session.</p>
/// </li>
/// <li>
/// <p>
/// <b>AvailableGameSessions</b> -- Additional game
/// sessions that fleet could host simultaneously, given current capacity.</p>
/// </li>
/// <li>
/// <p>
/// <b>AvailablePlayerSessions</b> -- Empty player
/// slots in currently active game sessions. This includes game sessions that are
/// not currently accepting players. Reserved player slots are not
/// included.</p>
/// </li>
/// <li>
/// <p>
/// <b>CurrentPlayerSessions</b> -- Player slots in
/// active game sessions that are being used by a player or are reserved for a
/// player. </p>
/// </li>
/// <li>
/// <p>
/// <b>IdleInstances</b> -- Active instances that are
/// currently hosting zero game sessions. </p>
/// </li>
/// <li>
/// <p>
/// <b>PercentAvailableGameSessions</b> -- Unused
/// percentage of the total number of game sessions that a fleet could host
/// simultaneously, given current capacity. Use this metric for a target-based
/// scaling policy.</p>
/// </li>
/// <li>
/// <p>
/// <b>PercentIdleInstances</b> -- Percentage of the
/// total number of active instances that are hosting zero game sessions.</p>
/// </li>
/// <li>
/// <p>
/// <b>QueueDepth</b> -- Pending game session
/// placement requests, in any queue, where the current fleet is the top-priority
/// destination.</p>
/// </li>
/// <li>
/// <p>
/// <b>WaitTime</b> -- Current wait time for pending
/// game session placement requests, in any queue, where the current fleet is the
/// top-priority destination. </p>
/// </li>
/// </ul>
pub fn metric_name(mut self, input: crate::model::MetricName) -> Self {
self.metric_name = Some(input);
self
}
/// <p>Name of the Amazon GameLift-defined metric that is used to trigger a scaling adjustment. For
/// detailed descriptions of fleet metrics, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html">Monitor Amazon GameLift
/// with Amazon CloudWatch</a>. </p>
/// <ul>
/// <li>
/// <p>
/// <b>ActivatingGameSessions</b> -- Game sessions in
/// the process of being created.</p>
/// </li>
/// <li>
/// <p>
/// <b>ActiveGameSessions</b> -- Game sessions that
/// are currently running.</p>
/// </li>
/// <li>
/// <p>
/// <b>ActiveInstances</b> -- Fleet instances that
/// are currently running at least one game session.</p>
/// </li>
/// <li>
/// <p>
/// <b>AvailableGameSessions</b> -- Additional game
/// sessions that fleet could host simultaneously, given current capacity.</p>
/// </li>
/// <li>
/// <p>
/// <b>AvailablePlayerSessions</b> -- Empty player
/// slots in currently active game sessions. This includes game sessions that are
/// not currently accepting players. Reserved player slots are not
/// included.</p>
/// </li>
/// <li>
/// <p>
/// <b>CurrentPlayerSessions</b> -- Player slots in
/// active game sessions that are being used by a player or are reserved for a
/// player. </p>
/// </li>
/// <li>
/// <p>
/// <b>IdleInstances</b> -- Active instances that are
/// currently hosting zero game sessions. </p>
/// </li>
/// <li>
/// <p>
/// <b>PercentAvailableGameSessions</b> -- Unused
/// percentage of the total number of game sessions that a fleet could host
/// simultaneously, given current capacity. Use this metric for a target-based
/// scaling policy.</p>
/// </li>
/// <li>
/// <p>
/// <b>PercentIdleInstances</b> -- Percentage of the
/// total number of active instances that are hosting zero game sessions.</p>
/// </li>
/// <li>
/// <p>
/// <b>QueueDepth</b> -- Pending game session
/// placement requests, in any queue, where the current fleet is the top-priority
/// destination.</p>
/// </li>
/// <li>
/// <p>
/// <b>WaitTime</b> -- Current wait time for pending
/// game session placement requests, in any queue, where the current fleet is the
/// top-priority destination. </p>
/// </li>
/// </ul>
pub fn set_metric_name(
mut self,
input: std::option::Option<crate::model::MetricName>,
) -> Self {
self.metric_name = input;
self
}
/// <p>The type of scaling policy to create. For a target-based policy, set the parameter
/// <i>MetricName</i> to 'PercentAvailableGameSessions' and specify a
/// <i>TargetConfiguration</i>. For a rule-based policy set the following
/// parameters: <i>MetricName</i>, <i>ComparisonOperator</i>,
/// <i>Threshold</i>, <i>EvaluationPeriods</i>,
/// <i>ScalingAdjustmentType</i>, and
/// <i>ScalingAdjustment</i>.</p>
pub fn policy_type(mut self, input: crate::model::PolicyType) -> Self {
self.policy_type = Some(input);
self
}
/// <p>The type of scaling policy to create. For a target-based policy, set the parameter
/// <i>MetricName</i> to 'PercentAvailableGameSessions' and specify a
/// <i>TargetConfiguration</i>. For a rule-based policy set the following
/// parameters: <i>MetricName</i>, <i>ComparisonOperator</i>,
/// <i>Threshold</i>, <i>EvaluationPeriods</i>,
/// <i>ScalingAdjustmentType</i>, and
/// <i>ScalingAdjustment</i>.</p>
pub fn set_policy_type(
mut self,
input: std::option::Option<crate::model::PolicyType>,
) -> Self {
self.policy_type = input;
self
}
/// <p>An object that contains settings for a target-based scaling policy.</p>
pub fn target_configuration(mut self, input: crate::model::TargetConfiguration) -> Self {
self.target_configuration = Some(input);
self
}
/// <p>An object that contains settings for a target-based scaling policy.</p>
pub fn set_target_configuration(
mut self,
input: std::option::Option<crate::model::TargetConfiguration>,
) -> Self {
self.target_configuration = input;
self
}
/// <p>The current status of the fleet's scaling policies in a requested fleet location. The
/// status <code>PENDING_UPDATE</code> indicates that an update was requested for the fleet
/// but has not yet been completed for the location.</p>
pub fn update_status(mut self, input: crate::model::LocationUpdateStatus) -> Self {
self.update_status = Some(input);
self
}
/// <p>The current status of the fleet's scaling policies in a requested fleet location. The
/// status <code>PENDING_UPDATE</code> indicates that an update was requested for the fleet
/// but has not yet been completed for the location.</p>
pub fn set_update_status(
mut self,
input: std::option::Option<crate::model::LocationUpdateStatus>,
) -> Self {
self.update_status = input;
self
}
/// <p>
///
/// </p>
pub fn location(mut self, input: impl Into<std::string::String>) -> Self {
self.location = Some(input.into());
self
}
/// <p>
///
/// </p>
pub fn set_location(mut self, input: std::option::Option<std::string::String>) -> Self {
self.location = input;
self
}
/// Consumes the builder and constructs a [`ScalingPolicy`](crate::model::ScalingPolicy)
pub fn build(self) -> crate::model::ScalingPolicy {
crate::model::ScalingPolicy {
fleet_id: self.fleet_id,
fleet_arn: self.fleet_arn,
name: self.name,
status: self.status,
scaling_adjustment: self.scaling_adjustment.unwrap_or_default(),
scaling_adjustment_type: self.scaling_adjustment_type,
comparison_operator: self.comparison_operator,
threshold: self.threshold.unwrap_or_default(),
evaluation_periods: self.evaluation_periods,
metric_name: self.metric_name,
policy_type: self.policy_type,
target_configuration: self.target_configuration,
update_status: self.update_status,
location: self.location,
}
}
}
}
impl ScalingPolicy {
/// Creates a new builder-style object to manufacture [`ScalingPolicy`](crate::model::ScalingPolicy)
pub fn builder() -> crate::model::scaling_policy::Builder {
crate::model::scaling_policy::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum LocationUpdateStatus {
#[allow(missing_docs)] // documentation missing in model
PendingUpdate,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for LocationUpdateStatus {
fn from(s: &str) -> Self {
match s {
"PENDING_UPDATE" => LocationUpdateStatus::PendingUpdate,
other => LocationUpdateStatus::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for LocationUpdateStatus {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(LocationUpdateStatus::from(s))
}
}
impl LocationUpdateStatus {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
LocationUpdateStatus::PendingUpdate => "PENDING_UPDATE",
LocationUpdateStatus::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["PENDING_UPDATE"]
}
}
impl AsRef<str> for LocationUpdateStatus {
fn as_ref(&self) -> &str {
self.as_str()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum ScalingStatusType {
#[allow(missing_docs)] // documentation missing in model
Active,
#[allow(missing_docs)] // documentation missing in model
Deleted,
#[allow(missing_docs)] // documentation missing in model
DeleteRequested,
#[allow(missing_docs)] // documentation missing in model
Deleting,
#[allow(missing_docs)] // documentation missing in model
Error,
#[allow(missing_docs)] // documentation missing in model
UpdateRequested,
#[allow(missing_docs)] // documentation missing in model
Updating,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for ScalingStatusType {
fn from(s: &str) -> Self {
match s {
"ACTIVE" => ScalingStatusType::Active,
"DELETED" => ScalingStatusType::Deleted,
"DELETE_REQUESTED" => ScalingStatusType::DeleteRequested,
"DELETING" => ScalingStatusType::Deleting,
"ERROR" => ScalingStatusType::Error,
"UPDATE_REQUESTED" => ScalingStatusType::UpdateRequested,
"UPDATING" => ScalingStatusType::Updating,
other => ScalingStatusType::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for ScalingStatusType {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(ScalingStatusType::from(s))
}
}
impl ScalingStatusType {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
ScalingStatusType::Active => "ACTIVE",
ScalingStatusType::Deleted => "DELETED",
ScalingStatusType::DeleteRequested => "DELETE_REQUESTED",
ScalingStatusType::Deleting => "DELETING",
ScalingStatusType::Error => "ERROR",
ScalingStatusType::UpdateRequested => "UPDATE_REQUESTED",
ScalingStatusType::Updating => "UPDATING",
ScalingStatusType::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&[
"ACTIVE",
"DELETED",
"DELETE_REQUESTED",
"DELETING",
"ERROR",
"UPDATE_REQUESTED",
"UPDATING",
]
}
}
impl AsRef<str> for ScalingStatusType {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>Represents a player session. Player sessions are created either for a specific game
/// session, or as part of a game session placement or matchmaking request. A player session
/// can represents a reserved player slot in a game session (when status is
/// <code>RESERVED</code>) or actual player activity in a game session (when status is
/// <code>ACTIVE</code>). A player session object, including player data, is
/// automatically passed to a game session when the player connects to the game session and
/// is validated. After the game session ends, player sessions information is retained for
/// 30 days and then removed.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>CreatePlayerSession</a> |
/// <a>CreatePlayerSessions</a> |
/// <a>DescribePlayerSessions</a> |
/// <a>StartGameSessionPlacement</a> |
/// <a>DescribeGameSessionPlacement</a> |
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct PlayerSession {
/// <p>A unique identifier for a player session.</p>
pub player_session_id: std::option::Option<std::string::String>,
/// <p>A unique identifier for a player that is associated with this player session.</p>
pub player_id: std::option::Option<std::string::String>,
/// <p>A unique identifier for the game session that the player session is connected to.</p>
pub game_session_id: std::option::Option<std::string::String>,
/// <p>A unique identifier for the fleet that the player's game session is running on.</p>
pub fleet_id: std::option::Option<std::string::String>,
/// <p>
/// The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift fleet that the player's game session is running on.
/// </p>
pub fleet_arn: std::option::Option<std::string::String>,
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub creation_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub termination_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>Current status of the player session.</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 status: std::option::Option<crate::model::PlayerSessionStatus>,
/// <p>The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub ip_address: std::option::Option<std::string::String>,
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub dns_name: std::option::Option<std::string::String>,
/// <p>Port number for the game session. To connect to a Amazon GameLift server process, an app
/// needs both the IP address and port number.</p>
pub port: std::option::Option<i32>,
/// <p>Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game. </p>
pub player_data: std::option::Option<std::string::String>,
}
impl PlayerSession {
/// <p>A unique identifier for a player session.</p>
pub fn player_session_id(&self) -> std::option::Option<&str> {
self.player_session_id.as_deref()
}
/// <p>A unique identifier for a player that is associated with this player session.</p>
pub fn player_id(&self) -> std::option::Option<&str> {
self.player_id.as_deref()
}
/// <p>A unique identifier for the game session that the player session is connected to.</p>
pub fn game_session_id(&self) -> std::option::Option<&str> {
self.game_session_id.as_deref()
}
/// <p>A unique identifier for the fleet that the player's game session is running on.</p>
pub fn fleet_id(&self) -> std::option::Option<&str> {
self.fleet_id.as_deref()
}
/// <p>
/// The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift fleet that the player's game session is running on.
/// </p>
pub fn fleet_arn(&self) -> std::option::Option<&str> {
self.fleet_arn.as_deref()
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.creation_time.as_ref()
}
/// <p>A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn termination_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.termination_time.as_ref()
}
/// <p>Current status of the player session.</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 status(&self) -> std::option::Option<&crate::model::PlayerSessionStatus> {
self.status.as_ref()
}
/// <p>The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub fn ip_address(&self) -> std::option::Option<&str> {
self.ip_address.as_deref()
}
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub fn dns_name(&self) -> std::option::Option<&str> {
self.dns_name.as_deref()
}
/// <p>Port number for the game session. To connect to a Amazon GameLift server process, an app
/// needs both the IP address and port number.</p>
pub fn port(&self) -> std::option::Option<i32> {
self.port
}
/// <p>Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game. </p>
pub fn player_data(&self) -> std::option::Option<&str> {
self.player_data.as_deref()
}
}
impl std::fmt::Debug for PlayerSession {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("PlayerSession");
formatter.field("player_session_id", &self.player_session_id);
formatter.field("player_id", &self.player_id);
formatter.field("game_session_id", &self.game_session_id);
formatter.field("fleet_id", &self.fleet_id);
formatter.field("fleet_arn", &self.fleet_arn);
formatter.field("creation_time", &self.creation_time);
formatter.field("termination_time", &self.termination_time);
formatter.field("status", &self.status);
formatter.field("ip_address", &self.ip_address);
formatter.field("dns_name", &self.dns_name);
formatter.field("port", &self.port);
formatter.field("player_data", &self.player_data);
formatter.finish()
}
}
/// See [`PlayerSession`](crate::model::PlayerSession)
pub mod player_session {
/// A builder for [`PlayerSession`](crate::model::PlayerSession)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) player_session_id: std::option::Option<std::string::String>,
pub(crate) player_id: std::option::Option<std::string::String>,
pub(crate) game_session_id: std::option::Option<std::string::String>,
pub(crate) fleet_id: std::option::Option<std::string::String>,
pub(crate) fleet_arn: std::option::Option<std::string::String>,
pub(crate) creation_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) termination_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) status: std::option::Option<crate::model::PlayerSessionStatus>,
pub(crate) ip_address: std::option::Option<std::string::String>,
pub(crate) dns_name: std::option::Option<std::string::String>,
pub(crate) port: std::option::Option<i32>,
pub(crate) player_data: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>A unique identifier for a player session.</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.</p>
pub fn set_player_session_id(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.player_session_id = input;
self
}
/// <p>A unique identifier for a player that is associated with this player session.</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 that is associated with this player session.</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 the game session that the player session is connected to.</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 that the player session is connected to.</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 the fleet that the player's game session is running on.</p>
pub fn fleet_id(mut self, input: impl Into<std::string::String>) -> Self {
self.fleet_id = Some(input.into());
self
}
/// <p>A unique identifier for the fleet that the player's game session is running on.</p>
pub fn set_fleet_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.fleet_id = input;
self
}
/// <p>
/// The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift fleet that the player's game session is running on.
/// </p>
pub fn fleet_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.fleet_arn = Some(input.into());
self
}
/// <p>
/// The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift fleet that the player's game session is running on.
/// </p>
pub fn set_fleet_arn(mut self, input: std::option::Option<std::string::String>) -> Self {
self.fleet_arn = input;
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.creation_time = Some(input);
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_creation_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.creation_time = input;
self
}
/// <p>A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn termination_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.termination_time = Some(input);
self
}
/// <p>A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_termination_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.termination_time = input;
self
}
/// <p>Current status of the player session.</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 status(mut self, input: crate::model::PlayerSessionStatus) -> Self {
self.status = Some(input);
self
}
/// <p>Current status of the player session.</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_status(
mut self,
input: std::option::Option<crate::model::PlayerSessionStatus>,
) -> Self {
self.status = input;
self
}
/// <p>The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub fn ip_address(mut self, input: impl Into<std::string::String>) -> Self {
self.ip_address = Some(input.into());
self
}
/// <p>The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.</p>
pub fn set_ip_address(mut self, input: std::option::Option<std::string::String>) -> Self {
self.ip_address = input;
self
}
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub fn dns_name(mut self, input: impl Into<std::string::String>) -> Self {
self.dns_name = Some(input.into());
self
}
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub fn set_dns_name(mut self, input: std::option::Option<std::string::String>) -> Self {
self.dns_name = input;
self
}
/// <p>Port number for the game session. To connect to a Amazon GameLift server process, an app
/// needs both the IP address and port number.</p>
pub fn port(mut self, input: i32) -> Self {
self.port = Some(input);
self
}
/// <p>Port number for the game session. To connect to a Amazon GameLift server process, an app
/// needs both the IP address and port number.</p>
pub fn set_port(mut self, input: std::option::Option<i32>) -> Self {
self.port = input;
self
}
/// <p>Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game. </p>
pub fn player_data(mut self, input: impl Into<std::string::String>) -> Self {
self.player_data = Some(input.into());
self
}
/// <p>Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game. </p>
pub fn set_player_data(mut self, input: std::option::Option<std::string::String>) -> Self {
self.player_data = input;
self
}
/// Consumes the builder and constructs a [`PlayerSession`](crate::model::PlayerSession)
pub fn build(self) -> crate::model::PlayerSession {
crate::model::PlayerSession {
player_session_id: self.player_session_id,
player_id: self.player_id,
game_session_id: self.game_session_id,
fleet_id: self.fleet_id,
fleet_arn: self.fleet_arn,
creation_time: self.creation_time,
termination_time: self.termination_time,
status: self.status,
ip_address: self.ip_address,
dns_name: self.dns_name,
port: self.port,
player_data: self.player_data,
}
}
}
}
impl PlayerSession {
/// Creates a new builder-style object to manufacture [`PlayerSession`](crate::model::PlayerSession)
pub fn builder() -> crate::model::player_session::Builder {
crate::model::player_session::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum PlayerSessionStatus {
#[allow(missing_docs)] // documentation missing in model
Active,
#[allow(missing_docs)] // documentation missing in model
Completed,
#[allow(missing_docs)] // documentation missing in model
Reserved,
#[allow(missing_docs)] // documentation missing in model
Timedout,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for PlayerSessionStatus {
fn from(s: &str) -> Self {
match s {
"ACTIVE" => PlayerSessionStatus::Active,
"COMPLETED" => PlayerSessionStatus::Completed,
"RESERVED" => PlayerSessionStatus::Reserved,
"TIMEDOUT" => PlayerSessionStatus::Timedout,
other => PlayerSessionStatus::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for PlayerSessionStatus {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(PlayerSessionStatus::from(s))
}
}
impl PlayerSessionStatus {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
PlayerSessionStatus::Active => "ACTIVE",
PlayerSessionStatus::Completed => "COMPLETED",
PlayerSessionStatus::Reserved => "RESERVED",
PlayerSessionStatus::Timedout => "TIMEDOUT",
PlayerSessionStatus::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["ACTIVE", "COMPLETED", "RESERVED", "TIMEDOUT"]
}
}
impl AsRef<str> for PlayerSessionStatus {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>Set of rule statements, used with FlexMatch, that determine how to build your player
/// matches. Each rule set describes a type of group to be created and defines the
/// parameters for acceptable player matches. Rule sets are used in <a>MatchmakingConfiguration</a> objects.</p>
/// <p>A rule set may define the following elements for a match. For detailed information
/// and examples showing how to construct a rule set, see <a href="https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html">Build a FlexMatch rule
/// set</a>. </p>
/// <ul>
/// <li>
/// <p>Teams -- Required. A rule set must define one or multiple teams for the
/// match and set minimum and maximum team sizes. For example, a rule set might
/// describe a 4x4 match that requires all eight slots to be filled. </p>
/// </li>
/// <li>
/// <p>Player attributes -- Optional. These attributes specify a set of player
/// characteristics to evaluate when looking for a match. Matchmaking requests that
/// use a rule set with player attributes must provide the corresponding attribute
/// values. For example, an attribute might specify a player's skill or
/// level.</p>
/// </li>
/// <li>
/// <p>Rules -- Optional. Rules define how to evaluate potential players for a
/// match based on player attributes. A rule might specify minimum requirements for
/// individual players, teams, or entire matches. For example, a rule might require
/// each player to meet a certain skill level, each team to have at least one player
/// in a certain role, or the match to have a minimum average skill level. or may
/// describe an entire group--such as all teams must be evenly matched or have at
/// least one player in a certain role. </p>
/// </li>
/// <li>
/// <p>Expansions -- Optional. Expansions allow you to relax the rules after a
/// period of time when no acceptable matches are found. This feature lets you
/// balance getting players into games in a reasonable amount of time instead of
/// making them wait indefinitely for the best possible match. For example, you
/// might use an expansion to increase the maximum skill variance between players
/// after 30 seconds.</p>
/// </li>
/// </ul>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct MatchmakingRuleSet {
/// <p>A unique identifier for the matchmaking rule set</p>
pub rule_set_name: std::option::Option<std::string::String>,
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name></code>. In a GameLift rule set ARN, the resource ID matches the
/// <i>RuleSetName</i> value.</p>
pub rule_set_arn: std::option::Option<std::string::String>,
/// <p>A collection of matchmaking rules, formatted as a JSON string. Comments are not
/// allowed in JSON, but most elements support a description field.</p>
pub rule_set_body: std::option::Option<std::string::String>,
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub creation_time: std::option::Option<aws_smithy_types::DateTime>,
}
impl MatchmakingRuleSet {
/// <p>A unique identifier for the matchmaking rule set</p>
pub fn rule_set_name(&self) -> std::option::Option<&str> {
self.rule_set_name.as_deref()
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name></code>. In a GameLift rule set ARN, the resource ID matches the
/// <i>RuleSetName</i> value.</p>
pub fn rule_set_arn(&self) -> std::option::Option<&str> {
self.rule_set_arn.as_deref()
}
/// <p>A collection of matchmaking rules, formatted as a JSON string. Comments are not
/// allowed in JSON, but most elements support a description field.</p>
pub fn rule_set_body(&self) -> std::option::Option<&str> {
self.rule_set_body.as_deref()
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.creation_time.as_ref()
}
}
impl std::fmt::Debug for MatchmakingRuleSet {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("MatchmakingRuleSet");
formatter.field("rule_set_name", &self.rule_set_name);
formatter.field("rule_set_arn", &self.rule_set_arn);
formatter.field("rule_set_body", &self.rule_set_body);
formatter.field("creation_time", &self.creation_time);
formatter.finish()
}
}
/// See [`MatchmakingRuleSet`](crate::model::MatchmakingRuleSet)
pub mod matchmaking_rule_set {
/// A builder for [`MatchmakingRuleSet`](crate::model::MatchmakingRuleSet)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) rule_set_name: std::option::Option<std::string::String>,
pub(crate) rule_set_arn: std::option::Option<std::string::String>,
pub(crate) rule_set_body: std::option::Option<std::string::String>,
pub(crate) creation_time: std::option::Option<aws_smithy_types::DateTime>,
}
impl Builder {
/// <p>A unique identifier for the matchmaking rule set</p>
pub fn rule_set_name(mut self, input: impl Into<std::string::String>) -> Self {
self.rule_set_name = Some(input.into());
self
}
/// <p>A unique identifier for the matchmaking rule set</p>
pub fn set_rule_set_name(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.rule_set_name = input;
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name></code>. In a GameLift rule set ARN, the resource ID matches the
/// <i>RuleSetName</i> value.</p>
pub fn rule_set_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.rule_set_arn = Some(input.into());
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name></code>. In a GameLift rule set ARN, the resource ID matches the
/// <i>RuleSetName</i> value.</p>
pub fn set_rule_set_arn(mut self, input: std::option::Option<std::string::String>) -> Self {
self.rule_set_arn = input;
self
}
/// <p>A collection of matchmaking rules, formatted as a JSON string. Comments are not
/// allowed in JSON, but most elements support a description field.</p>
pub fn rule_set_body(mut self, input: impl Into<std::string::String>) -> Self {
self.rule_set_body = Some(input.into());
self
}
/// <p>A collection of matchmaking rules, formatted as a JSON string. Comments are not
/// allowed in JSON, but most elements support a description field.</p>
pub fn set_rule_set_body(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.rule_set_body = input;
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.creation_time = Some(input);
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_creation_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.creation_time = input;
self
}
/// Consumes the builder and constructs a [`MatchmakingRuleSet`](crate::model::MatchmakingRuleSet)
pub fn build(self) -> crate::model::MatchmakingRuleSet {
crate::model::MatchmakingRuleSet {
rule_set_name: self.rule_set_name,
rule_set_arn: self.rule_set_arn,
rule_set_body: self.rule_set_body,
creation_time: self.creation_time,
}
}
}
}
impl MatchmakingRuleSet {
/// Creates a new builder-style object to manufacture [`MatchmakingRuleSet`](crate::model::MatchmakingRuleSet)
pub fn builder() -> crate::model::matchmaking_rule_set::Builder {
crate::model::matchmaking_rule_set::Builder::default()
}
}
/// <p>Represents an EC2 instance of virtual computing resources that hosts one or more game
/// servers. In GameLift, a fleet can contain zero or more instances.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>DescribeInstances</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct Instance {
/// <p>A unique identifier for the fleet that the instance is in.</p>
pub fleet_id: std::option::Option<std::string::String>,
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>.</p>
pub fleet_arn: std::option::Option<std::string::String>,
/// <p>A unique identifier for the instance.</p>
pub instance_id: std::option::Option<std::string::String>,
/// <p>IP address that is assigned to the instance.</p>
pub ip_address: std::option::Option<std::string::String>,
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub dns_name: std::option::Option<std::string::String>,
/// <p>Operating system that is running on this instance. </p>
pub operating_system: std::option::Option<crate::model::OperatingSystem>,
/// <p>EC2 instance type that defines the computing resources of this instance.
/// </p>
pub r#type: std::option::Option<crate::model::Ec2InstanceType>,
/// <p>Current status of the instance. Possible statuses include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <b>PENDING</b> -- The instance is in the process of
/// being created and launching server processes as defined in the fleet's run-time
/// configuration. </p>
/// </li>
/// <li>
/// <p>
/// <b>ACTIVE</b> -- The instance has been successfully
/// created and at least one server process has successfully launched and reported
/// back to GameLift that it is ready to host a game session. The instance is now
/// considered ready to host game sessions. </p>
/// </li>
/// <li>
/// <p>
/// <b>TERMINATING</b> -- The instance is in the process
/// of shutting down. This may happen to reduce capacity during a scaling down event
/// or to recycle resources in the event of a problem.</p>
/// </li>
/// </ul>
pub status: std::option::Option<crate::model::InstanceStatus>,
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub creation_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>The fleet location of the instance, expressed as an AWS Region
/// code, such as <code>us-west-2</code>. </p>
pub location: std::option::Option<std::string::String>,
}
impl Instance {
/// <p>A unique identifier for the fleet that the instance is in.</p>
pub fn fleet_id(&self) -> std::option::Option<&str> {
self.fleet_id.as_deref()
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>.</p>
pub fn fleet_arn(&self) -> std::option::Option<&str> {
self.fleet_arn.as_deref()
}
/// <p>A unique identifier for the instance.</p>
pub fn instance_id(&self) -> std::option::Option<&str> {
self.instance_id.as_deref()
}
/// <p>IP address that is assigned to the instance.</p>
pub fn ip_address(&self) -> std::option::Option<&str> {
self.ip_address.as_deref()
}
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub fn dns_name(&self) -> std::option::Option<&str> {
self.dns_name.as_deref()
}
/// <p>Operating system that is running on this instance. </p>
pub fn operating_system(&self) -> std::option::Option<&crate::model::OperatingSystem> {
self.operating_system.as_ref()
}
/// <p>EC2 instance type that defines the computing resources of this instance.
/// </p>
pub fn r#type(&self) -> std::option::Option<&crate::model::Ec2InstanceType> {
self.r#type.as_ref()
}
/// <p>Current status of the instance. Possible statuses include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <b>PENDING</b> -- The instance is in the process of
/// being created and launching server processes as defined in the fleet's run-time
/// configuration. </p>
/// </li>
/// <li>
/// <p>
/// <b>ACTIVE</b> -- The instance has been successfully
/// created and at least one server process has successfully launched and reported
/// back to GameLift that it is ready to host a game session. The instance is now
/// considered ready to host game sessions. </p>
/// </li>
/// <li>
/// <p>
/// <b>TERMINATING</b> -- The instance is in the process
/// of shutting down. This may happen to reduce capacity during a scaling down event
/// or to recycle resources in the event of a problem.</p>
/// </li>
/// </ul>
pub fn status(&self) -> std::option::Option<&crate::model::InstanceStatus> {
self.status.as_ref()
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.creation_time.as_ref()
}
/// <p>The fleet location of the instance, expressed as an AWS Region
/// code, such as <code>us-west-2</code>. </p>
pub fn location(&self) -> std::option::Option<&str> {
self.location.as_deref()
}
}
impl std::fmt::Debug for Instance {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("Instance");
formatter.field("fleet_id", &self.fleet_id);
formatter.field("fleet_arn", &self.fleet_arn);
formatter.field("instance_id", &self.instance_id);
formatter.field("ip_address", &self.ip_address);
formatter.field("dns_name", &self.dns_name);
formatter.field("operating_system", &self.operating_system);
formatter.field("r#type", &self.r#type);
formatter.field("status", &self.status);
formatter.field("creation_time", &self.creation_time);
formatter.field("location", &self.location);
formatter.finish()
}
}
/// See [`Instance`](crate::model::Instance)
pub mod instance {
/// A builder for [`Instance`](crate::model::Instance)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) fleet_id: std::option::Option<std::string::String>,
pub(crate) fleet_arn: std::option::Option<std::string::String>,
pub(crate) instance_id: std::option::Option<std::string::String>,
pub(crate) ip_address: std::option::Option<std::string::String>,
pub(crate) dns_name: std::option::Option<std::string::String>,
pub(crate) operating_system: std::option::Option<crate::model::OperatingSystem>,
pub(crate) r#type: std::option::Option<crate::model::Ec2InstanceType>,
pub(crate) status: std::option::Option<crate::model::InstanceStatus>,
pub(crate) creation_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) location: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>A unique identifier for the fleet that the instance is in.</p>
pub fn fleet_id(mut self, input: impl Into<std::string::String>) -> Self {
self.fleet_id = Some(input.into());
self
}
/// <p>A unique identifier for the fleet that the instance is in.</p>
pub fn set_fleet_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.fleet_id = input;
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>.</p>
pub fn fleet_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.fleet_arn = Some(input.into());
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>.</p>
pub fn set_fleet_arn(mut self, input: std::option::Option<std::string::String>) -> Self {
self.fleet_arn = input;
self
}
/// <p>A unique identifier for the instance.</p>
pub fn instance_id(mut self, input: impl Into<std::string::String>) -> Self {
self.instance_id = Some(input.into());
self
}
/// <p>A unique identifier for the instance.</p>
pub fn set_instance_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.instance_id = input;
self
}
/// <p>IP address that is assigned to the instance.</p>
pub fn ip_address(mut self, input: impl Into<std::string::String>) -> Self {
self.ip_address = Some(input.into());
self
}
/// <p>IP address that is assigned to the instance.</p>
pub fn set_ip_address(mut self, input: std::option::Option<std::string::String>) -> Self {
self.ip_address = input;
self
}
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub fn dns_name(mut self, input: impl Into<std::string::String>) -> Self {
self.dns_name = Some(input.into());
self
}
/// <p>The DNS identifier assigned to the instance that is running the game session. Values have
/// the following format:</p>
/// <ul>
/// <li>
/// <p>TLS-enabled fleets: <code><unique identifier>.<region identifier>.amazongamelift.com</code>.</p>
/// </li>
/// <li>
/// <p>Non-TLS-enabled fleets: <code>ec2-<unique identifier>.compute.amazonaws.com</code>. (See
/// <a href="https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses">Amazon EC2 Instance IP Addressing</a>.)</p>
/// </li>
/// </ul>
/// <p>When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.</p>
pub fn set_dns_name(mut self, input: std::option::Option<std::string::String>) -> Self {
self.dns_name = input;
self
}
/// <p>Operating system that is running on this instance. </p>
pub fn operating_system(mut self, input: crate::model::OperatingSystem) -> Self {
self.operating_system = Some(input);
self
}
/// <p>Operating system that is running on this instance. </p>
pub fn set_operating_system(
mut self,
input: std::option::Option<crate::model::OperatingSystem>,
) -> Self {
self.operating_system = input;
self
}
/// <p>EC2 instance type that defines the computing resources of this instance.
/// </p>
pub fn r#type(mut self, input: crate::model::Ec2InstanceType) -> Self {
self.r#type = Some(input);
self
}
/// <p>EC2 instance type that defines the computing resources of this instance.
/// </p>
pub fn set_type(
mut self,
input: std::option::Option<crate::model::Ec2InstanceType>,
) -> Self {
self.r#type = input;
self
}
/// <p>Current status of the instance. Possible statuses include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <b>PENDING</b> -- The instance is in the process of
/// being created and launching server processes as defined in the fleet's run-time
/// configuration. </p>
/// </li>
/// <li>
/// <p>
/// <b>ACTIVE</b> -- The instance has been successfully
/// created and at least one server process has successfully launched and reported
/// back to GameLift that it is ready to host a game session. The instance is now
/// considered ready to host game sessions. </p>
/// </li>
/// <li>
/// <p>
/// <b>TERMINATING</b> -- The instance is in the process
/// of shutting down. This may happen to reduce capacity during a scaling down event
/// or to recycle resources in the event of a problem.</p>
/// </li>
/// </ul>
pub fn status(mut self, input: crate::model::InstanceStatus) -> Self {
self.status = Some(input);
self
}
/// <p>Current status of the instance. Possible statuses include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <b>PENDING</b> -- The instance is in the process of
/// being created and launching server processes as defined in the fleet's run-time
/// configuration. </p>
/// </li>
/// <li>
/// <p>
/// <b>ACTIVE</b> -- The instance has been successfully
/// created and at least one server process has successfully launched and reported
/// back to GameLift that it is ready to host a game session. The instance is now
/// considered ready to host game sessions. </p>
/// </li>
/// <li>
/// <p>
/// <b>TERMINATING</b> -- The instance is in the process
/// of shutting down. This may happen to reduce capacity during a scaling down event
/// or to recycle resources in the event of a problem.</p>
/// </li>
/// </ul>
pub fn set_status(
mut self,
input: std::option::Option<crate::model::InstanceStatus>,
) -> Self {
self.status = input;
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.creation_time = Some(input);
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_creation_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.creation_time = input;
self
}
/// <p>The fleet location of the instance, expressed as an AWS Region
/// code, such as <code>us-west-2</code>. </p>
pub fn location(mut self, input: impl Into<std::string::String>) -> Self {
self.location = Some(input.into());
self
}
/// <p>The fleet location of the instance, expressed as an AWS Region
/// code, such as <code>us-west-2</code>. </p>
pub fn set_location(mut self, input: std::option::Option<std::string::String>) -> Self {
self.location = input;
self
}
/// Consumes the builder and constructs a [`Instance`](crate::model::Instance)
pub fn build(self) -> crate::model::Instance {
crate::model::Instance {
fleet_id: self.fleet_id,
fleet_arn: self.fleet_arn,
instance_id: self.instance_id,
ip_address: self.ip_address,
dns_name: self.dns_name,
operating_system: self.operating_system,
r#type: self.r#type,
status: self.status,
creation_time: self.creation_time,
location: self.location,
}
}
}
}
impl Instance {
/// Creates a new builder-style object to manufacture [`Instance`](crate::model::Instance)
pub fn builder() -> crate::model::instance::Builder {
crate::model::instance::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum InstanceStatus {
#[allow(missing_docs)] // documentation missing in model
Active,
#[allow(missing_docs)] // documentation missing in model
Pending,
#[allow(missing_docs)] // documentation missing in model
Terminating,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for InstanceStatus {
fn from(s: &str) -> Self {
match s {
"ACTIVE" => InstanceStatus::Active,
"PENDING" => InstanceStatus::Pending,
"TERMINATING" => InstanceStatus::Terminating,
other => InstanceStatus::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for InstanceStatus {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(InstanceStatus::from(s))
}
}
impl InstanceStatus {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
InstanceStatus::Active => "ACTIVE",
InstanceStatus::Pending => "PENDING",
InstanceStatus::Terminating => "TERMINATING",
InstanceStatus::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["ACTIVE", "PENDING", "TERMINATING"]
}
}
impl AsRef<str> for InstanceStatus {
fn as_ref(&self) -> &str {
self.as_str()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum Ec2InstanceType {
#[allow(missing_docs)] // documentation missing in model
C32xlarge,
#[allow(missing_docs)] // documentation missing in model
C34xlarge,
#[allow(missing_docs)] // documentation missing in model
C38xlarge,
#[allow(missing_docs)] // documentation missing in model
C3Large,
#[allow(missing_docs)] // documentation missing in model
C3Xlarge,
#[allow(missing_docs)] // documentation missing in model
C42xlarge,
#[allow(missing_docs)] // documentation missing in model
C44xlarge,
#[allow(missing_docs)] // documentation missing in model
C48xlarge,
#[allow(missing_docs)] // documentation missing in model
C4Large,
#[allow(missing_docs)] // documentation missing in model
C4Xlarge,
#[allow(missing_docs)] // documentation missing in model
C512xlarge,
#[allow(missing_docs)] // documentation missing in model
C518xlarge,
#[allow(missing_docs)] // documentation missing in model
C524xlarge,
#[allow(missing_docs)] // documentation missing in model
C52xlarge,
#[allow(missing_docs)] // documentation missing in model
C54xlarge,
#[allow(missing_docs)] // documentation missing in model
C59xlarge,
#[allow(missing_docs)] // documentation missing in model
C5Large,
#[allow(missing_docs)] // documentation missing in model
C5Xlarge,
#[allow(missing_docs)] // documentation missing in model
C5a12xlarge,
#[allow(missing_docs)] // documentation missing in model
C5a16xlarge,
#[allow(missing_docs)] // documentation missing in model
C5a24xlarge,
#[allow(missing_docs)] // documentation missing in model
C5a2xlarge,
#[allow(missing_docs)] // documentation missing in model
C5a4xlarge,
#[allow(missing_docs)] // documentation missing in model
C5a8xlarge,
#[allow(missing_docs)] // documentation missing in model
C5aLarge,
#[allow(missing_docs)] // documentation missing in model
C5aXlarge,
#[allow(missing_docs)] // documentation missing in model
M32xlarge,
#[allow(missing_docs)] // documentation missing in model
M3Large,
#[allow(missing_docs)] // documentation missing in model
M3Medium,
#[allow(missing_docs)] // documentation missing in model
M3Xlarge,
#[allow(missing_docs)] // documentation missing in model
M410xlarge,
#[allow(missing_docs)] // documentation missing in model
M42xlarge,
#[allow(missing_docs)] // documentation missing in model
M44xlarge,
#[allow(missing_docs)] // documentation missing in model
M4Large,
#[allow(missing_docs)] // documentation missing in model
M4Xlarge,
#[allow(missing_docs)] // documentation missing in model
M512xlarge,
#[allow(missing_docs)] // documentation missing in model
M516xlarge,
#[allow(missing_docs)] // documentation missing in model
M524xlarge,
#[allow(missing_docs)] // documentation missing in model
M52xlarge,
#[allow(missing_docs)] // documentation missing in model
M54xlarge,
#[allow(missing_docs)] // documentation missing in model
M58xlarge,
#[allow(missing_docs)] // documentation missing in model
M5Large,
#[allow(missing_docs)] // documentation missing in model
M5Xlarge,
#[allow(missing_docs)] // documentation missing in model
M5a12xlarge,
#[allow(missing_docs)] // documentation missing in model
M5a16xlarge,
#[allow(missing_docs)] // documentation missing in model
M5a24xlarge,
#[allow(missing_docs)] // documentation missing in model
M5a2xlarge,
#[allow(missing_docs)] // documentation missing in model
M5a4xlarge,
#[allow(missing_docs)] // documentation missing in model
M5a8xlarge,
#[allow(missing_docs)] // documentation missing in model
M5aLarge,
#[allow(missing_docs)] // documentation missing in model
M5aXlarge,
#[allow(missing_docs)] // documentation missing in model
R32xlarge,
#[allow(missing_docs)] // documentation missing in model
R34xlarge,
#[allow(missing_docs)] // documentation missing in model
R38xlarge,
#[allow(missing_docs)] // documentation missing in model
R3Large,
#[allow(missing_docs)] // documentation missing in model
R3Xlarge,
#[allow(missing_docs)] // documentation missing in model
R416xlarge,
#[allow(missing_docs)] // documentation missing in model
R42xlarge,
#[allow(missing_docs)] // documentation missing in model
R44xlarge,
#[allow(missing_docs)] // documentation missing in model
R48xlarge,
#[allow(missing_docs)] // documentation missing in model
R4Large,
#[allow(missing_docs)] // documentation missing in model
R4Xlarge,
#[allow(missing_docs)] // documentation missing in model
R512xlarge,
#[allow(missing_docs)] // documentation missing in model
R516xlarge,
#[allow(missing_docs)] // documentation missing in model
R524xlarge,
#[allow(missing_docs)] // documentation missing in model
R52xlarge,
#[allow(missing_docs)] // documentation missing in model
R54xlarge,
#[allow(missing_docs)] // documentation missing in model
R58xlarge,
#[allow(missing_docs)] // documentation missing in model
R5Large,
#[allow(missing_docs)] // documentation missing in model
R5Xlarge,
#[allow(missing_docs)] // documentation missing in model
R5a12xlarge,
#[allow(missing_docs)] // documentation missing in model
R5a16xlarge,
#[allow(missing_docs)] // documentation missing in model
R5a24xlarge,
#[allow(missing_docs)] // documentation missing in model
R5a2xlarge,
#[allow(missing_docs)] // documentation missing in model
R5a4xlarge,
#[allow(missing_docs)] // documentation missing in model
R5a8xlarge,
#[allow(missing_docs)] // documentation missing in model
R5aLarge,
#[allow(missing_docs)] // documentation missing in model
R5aXlarge,
#[allow(missing_docs)] // documentation missing in model
T2Large,
#[allow(missing_docs)] // documentation missing in model
T2Medium,
#[allow(missing_docs)] // documentation missing in model
T2Micro,
#[allow(missing_docs)] // documentation missing in model
T2Small,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for Ec2InstanceType {
fn from(s: &str) -> Self {
match s {
"c3.2xlarge" => Ec2InstanceType::C32xlarge,
"c3.4xlarge" => Ec2InstanceType::C34xlarge,
"c3.8xlarge" => Ec2InstanceType::C38xlarge,
"c3.large" => Ec2InstanceType::C3Large,
"c3.xlarge" => Ec2InstanceType::C3Xlarge,
"c4.2xlarge" => Ec2InstanceType::C42xlarge,
"c4.4xlarge" => Ec2InstanceType::C44xlarge,
"c4.8xlarge" => Ec2InstanceType::C48xlarge,
"c4.large" => Ec2InstanceType::C4Large,
"c4.xlarge" => Ec2InstanceType::C4Xlarge,
"c5.12xlarge" => Ec2InstanceType::C512xlarge,
"c5.18xlarge" => Ec2InstanceType::C518xlarge,
"c5.24xlarge" => Ec2InstanceType::C524xlarge,
"c5.2xlarge" => Ec2InstanceType::C52xlarge,
"c5.4xlarge" => Ec2InstanceType::C54xlarge,
"c5.9xlarge" => Ec2InstanceType::C59xlarge,
"c5.large" => Ec2InstanceType::C5Large,
"c5.xlarge" => Ec2InstanceType::C5Xlarge,
"c5a.12xlarge" => Ec2InstanceType::C5a12xlarge,
"c5a.16xlarge" => Ec2InstanceType::C5a16xlarge,
"c5a.24xlarge" => Ec2InstanceType::C5a24xlarge,
"c5a.2xlarge" => Ec2InstanceType::C5a2xlarge,
"c5a.4xlarge" => Ec2InstanceType::C5a4xlarge,
"c5a.8xlarge" => Ec2InstanceType::C5a8xlarge,
"c5a.large" => Ec2InstanceType::C5aLarge,
"c5a.xlarge" => Ec2InstanceType::C5aXlarge,
"m3.2xlarge" => Ec2InstanceType::M32xlarge,
"m3.large" => Ec2InstanceType::M3Large,
"m3.medium" => Ec2InstanceType::M3Medium,
"m3.xlarge" => Ec2InstanceType::M3Xlarge,
"m4.10xlarge" => Ec2InstanceType::M410xlarge,
"m4.2xlarge" => Ec2InstanceType::M42xlarge,
"m4.4xlarge" => Ec2InstanceType::M44xlarge,
"m4.large" => Ec2InstanceType::M4Large,
"m4.xlarge" => Ec2InstanceType::M4Xlarge,
"m5.12xlarge" => Ec2InstanceType::M512xlarge,
"m5.16xlarge" => Ec2InstanceType::M516xlarge,
"m5.24xlarge" => Ec2InstanceType::M524xlarge,
"m5.2xlarge" => Ec2InstanceType::M52xlarge,
"m5.4xlarge" => Ec2InstanceType::M54xlarge,
"m5.8xlarge" => Ec2InstanceType::M58xlarge,
"m5.large" => Ec2InstanceType::M5Large,
"m5.xlarge" => Ec2InstanceType::M5Xlarge,
"m5a.12xlarge" => Ec2InstanceType::M5a12xlarge,
"m5a.16xlarge" => Ec2InstanceType::M5a16xlarge,
"m5a.24xlarge" => Ec2InstanceType::M5a24xlarge,
"m5a.2xlarge" => Ec2InstanceType::M5a2xlarge,
"m5a.4xlarge" => Ec2InstanceType::M5a4xlarge,
"m5a.8xlarge" => Ec2InstanceType::M5a8xlarge,
"m5a.large" => Ec2InstanceType::M5aLarge,
"m5a.xlarge" => Ec2InstanceType::M5aXlarge,
"r3.2xlarge" => Ec2InstanceType::R32xlarge,
"r3.4xlarge" => Ec2InstanceType::R34xlarge,
"r3.8xlarge" => Ec2InstanceType::R38xlarge,
"r3.large" => Ec2InstanceType::R3Large,
"r3.xlarge" => Ec2InstanceType::R3Xlarge,
"r4.16xlarge" => Ec2InstanceType::R416xlarge,
"r4.2xlarge" => Ec2InstanceType::R42xlarge,
"r4.4xlarge" => Ec2InstanceType::R44xlarge,
"r4.8xlarge" => Ec2InstanceType::R48xlarge,
"r4.large" => Ec2InstanceType::R4Large,
"r4.xlarge" => Ec2InstanceType::R4Xlarge,
"r5.12xlarge" => Ec2InstanceType::R512xlarge,
"r5.16xlarge" => Ec2InstanceType::R516xlarge,
"r5.24xlarge" => Ec2InstanceType::R524xlarge,
"r5.2xlarge" => Ec2InstanceType::R52xlarge,
"r5.4xlarge" => Ec2InstanceType::R54xlarge,
"r5.8xlarge" => Ec2InstanceType::R58xlarge,
"r5.large" => Ec2InstanceType::R5Large,
"r5.xlarge" => Ec2InstanceType::R5Xlarge,
"r5a.12xlarge" => Ec2InstanceType::R5a12xlarge,
"r5a.16xlarge" => Ec2InstanceType::R5a16xlarge,
"r5a.24xlarge" => Ec2InstanceType::R5a24xlarge,
"r5a.2xlarge" => Ec2InstanceType::R5a2xlarge,
"r5a.4xlarge" => Ec2InstanceType::R5a4xlarge,
"r5a.8xlarge" => Ec2InstanceType::R5a8xlarge,
"r5a.large" => Ec2InstanceType::R5aLarge,
"r5a.xlarge" => Ec2InstanceType::R5aXlarge,
"t2.large" => Ec2InstanceType::T2Large,
"t2.medium" => Ec2InstanceType::T2Medium,
"t2.micro" => Ec2InstanceType::T2Micro,
"t2.small" => Ec2InstanceType::T2Small,
other => Ec2InstanceType::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for Ec2InstanceType {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(Ec2InstanceType::from(s))
}
}
impl Ec2InstanceType {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
Ec2InstanceType::C32xlarge => "c3.2xlarge",
Ec2InstanceType::C34xlarge => "c3.4xlarge",
Ec2InstanceType::C38xlarge => "c3.8xlarge",
Ec2InstanceType::C3Large => "c3.large",
Ec2InstanceType::C3Xlarge => "c3.xlarge",
Ec2InstanceType::C42xlarge => "c4.2xlarge",
Ec2InstanceType::C44xlarge => "c4.4xlarge",
Ec2InstanceType::C48xlarge => "c4.8xlarge",
Ec2InstanceType::C4Large => "c4.large",
Ec2InstanceType::C4Xlarge => "c4.xlarge",
Ec2InstanceType::C512xlarge => "c5.12xlarge",
Ec2InstanceType::C518xlarge => "c5.18xlarge",
Ec2InstanceType::C524xlarge => "c5.24xlarge",
Ec2InstanceType::C52xlarge => "c5.2xlarge",
Ec2InstanceType::C54xlarge => "c5.4xlarge",
Ec2InstanceType::C59xlarge => "c5.9xlarge",
Ec2InstanceType::C5Large => "c5.large",
Ec2InstanceType::C5Xlarge => "c5.xlarge",
Ec2InstanceType::C5a12xlarge => "c5a.12xlarge",
Ec2InstanceType::C5a16xlarge => "c5a.16xlarge",
Ec2InstanceType::C5a24xlarge => "c5a.24xlarge",
Ec2InstanceType::C5a2xlarge => "c5a.2xlarge",
Ec2InstanceType::C5a4xlarge => "c5a.4xlarge",
Ec2InstanceType::C5a8xlarge => "c5a.8xlarge",
Ec2InstanceType::C5aLarge => "c5a.large",
Ec2InstanceType::C5aXlarge => "c5a.xlarge",
Ec2InstanceType::M32xlarge => "m3.2xlarge",
Ec2InstanceType::M3Large => "m3.large",
Ec2InstanceType::M3Medium => "m3.medium",
Ec2InstanceType::M3Xlarge => "m3.xlarge",
Ec2InstanceType::M410xlarge => "m4.10xlarge",
Ec2InstanceType::M42xlarge => "m4.2xlarge",
Ec2InstanceType::M44xlarge => "m4.4xlarge",
Ec2InstanceType::M4Large => "m4.large",
Ec2InstanceType::M4Xlarge => "m4.xlarge",
Ec2InstanceType::M512xlarge => "m5.12xlarge",
Ec2InstanceType::M516xlarge => "m5.16xlarge",
Ec2InstanceType::M524xlarge => "m5.24xlarge",
Ec2InstanceType::M52xlarge => "m5.2xlarge",
Ec2InstanceType::M54xlarge => "m5.4xlarge",
Ec2InstanceType::M58xlarge => "m5.8xlarge",
Ec2InstanceType::M5Large => "m5.large",
Ec2InstanceType::M5Xlarge => "m5.xlarge",
Ec2InstanceType::M5a12xlarge => "m5a.12xlarge",
Ec2InstanceType::M5a16xlarge => "m5a.16xlarge",
Ec2InstanceType::M5a24xlarge => "m5a.24xlarge",
Ec2InstanceType::M5a2xlarge => "m5a.2xlarge",
Ec2InstanceType::M5a4xlarge => "m5a.4xlarge",
Ec2InstanceType::M5a8xlarge => "m5a.8xlarge",
Ec2InstanceType::M5aLarge => "m5a.large",
Ec2InstanceType::M5aXlarge => "m5a.xlarge",
Ec2InstanceType::R32xlarge => "r3.2xlarge",
Ec2InstanceType::R34xlarge => "r3.4xlarge",
Ec2InstanceType::R38xlarge => "r3.8xlarge",
Ec2InstanceType::R3Large => "r3.large",
Ec2InstanceType::R3Xlarge => "r3.xlarge",
Ec2InstanceType::R416xlarge => "r4.16xlarge",
Ec2InstanceType::R42xlarge => "r4.2xlarge",
Ec2InstanceType::R44xlarge => "r4.4xlarge",
Ec2InstanceType::R48xlarge => "r4.8xlarge",
Ec2InstanceType::R4Large => "r4.large",
Ec2InstanceType::R4Xlarge => "r4.xlarge",
Ec2InstanceType::R512xlarge => "r5.12xlarge",
Ec2InstanceType::R516xlarge => "r5.16xlarge",
Ec2InstanceType::R524xlarge => "r5.24xlarge",
Ec2InstanceType::R52xlarge => "r5.2xlarge",
Ec2InstanceType::R54xlarge => "r5.4xlarge",
Ec2InstanceType::R58xlarge => "r5.8xlarge",
Ec2InstanceType::R5Large => "r5.large",
Ec2InstanceType::R5Xlarge => "r5.xlarge",
Ec2InstanceType::R5a12xlarge => "r5a.12xlarge",
Ec2InstanceType::R5a16xlarge => "r5a.16xlarge",
Ec2InstanceType::R5a24xlarge => "r5a.24xlarge",
Ec2InstanceType::R5a2xlarge => "r5a.2xlarge",
Ec2InstanceType::R5a4xlarge => "r5a.4xlarge",
Ec2InstanceType::R5a8xlarge => "r5a.8xlarge",
Ec2InstanceType::R5aLarge => "r5a.large",
Ec2InstanceType::R5aXlarge => "r5a.xlarge",
Ec2InstanceType::T2Large => "t2.large",
Ec2InstanceType::T2Medium => "t2.medium",
Ec2InstanceType::T2Micro => "t2.micro",
Ec2InstanceType::T2Small => "t2.small",
Ec2InstanceType::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&[
"c3.2xlarge",
"c3.4xlarge",
"c3.8xlarge",
"c3.large",
"c3.xlarge",
"c4.2xlarge",
"c4.4xlarge",
"c4.8xlarge",
"c4.large",
"c4.xlarge",
"c5.12xlarge",
"c5.18xlarge",
"c5.24xlarge",
"c5.2xlarge",
"c5.4xlarge",
"c5.9xlarge",
"c5.large",
"c5.xlarge",
"c5a.12xlarge",
"c5a.16xlarge",
"c5a.24xlarge",
"c5a.2xlarge",
"c5a.4xlarge",
"c5a.8xlarge",
"c5a.large",
"c5a.xlarge",
"m3.2xlarge",
"m3.large",
"m3.medium",
"m3.xlarge",
"m4.10xlarge",
"m4.2xlarge",
"m4.4xlarge",
"m4.large",
"m4.xlarge",
"m5.12xlarge",
"m5.16xlarge",
"m5.24xlarge",
"m5.2xlarge",
"m5.4xlarge",
"m5.8xlarge",
"m5.large",
"m5.xlarge",
"m5a.12xlarge",
"m5a.16xlarge",
"m5a.24xlarge",
"m5a.2xlarge",
"m5a.4xlarge",
"m5a.8xlarge",
"m5a.large",
"m5a.xlarge",
"r3.2xlarge",
"r3.4xlarge",
"r3.8xlarge",
"r3.large",
"r3.xlarge",
"r4.16xlarge",
"r4.2xlarge",
"r4.4xlarge",
"r4.8xlarge",
"r4.large",
"r4.xlarge",
"r5.12xlarge",
"r5.16xlarge",
"r5.24xlarge",
"r5.2xlarge",
"r5.4xlarge",
"r5.8xlarge",
"r5.large",
"r5.xlarge",
"r5a.12xlarge",
"r5a.16xlarge",
"r5a.24xlarge",
"r5a.2xlarge",
"r5a.4xlarge",
"r5a.8xlarge",
"r5a.large",
"r5a.xlarge",
"t2.large",
"t2.medium",
"t2.micro",
"t2.small",
]
}
}
impl AsRef<str> for Ec2InstanceType {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>A game session's properties plus the protection policy currently in
/// force.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct GameSessionDetail {
/// <p>Object that describes a game session.</p>
pub game_session: std::option::Option<crate::model::GameSession>,
/// <p>Current status of protection for the game session.</p>
/// <ul>
/// <li>
/// <p>
/// <b>NoProtection</b> -- The game session can be
/// terminated during a scale-down event.</p>
/// </li>
/// <li>
/// <p>
/// <b>FullProtection</b> -- If the game session is in an
/// <code>ACTIVE</code> status, it cannot be terminated during a scale-down
/// event.</p>
/// </li>
/// </ul>
pub protection_policy: std::option::Option<crate::model::ProtectionPolicy>,
}
impl GameSessionDetail {
/// <p>Object that describes a game session.</p>
pub fn game_session(&self) -> std::option::Option<&crate::model::GameSession> {
self.game_session.as_ref()
}
/// <p>Current status of protection for the game session.</p>
/// <ul>
/// <li>
/// <p>
/// <b>NoProtection</b> -- The game session can be
/// terminated during a scale-down event.</p>
/// </li>
/// <li>
/// <p>
/// <b>FullProtection</b> -- If the game session is in an
/// <code>ACTIVE</code> status, it cannot be terminated during a scale-down
/// event.</p>
/// </li>
/// </ul>
pub fn protection_policy(&self) -> std::option::Option<&crate::model::ProtectionPolicy> {
self.protection_policy.as_ref()
}
}
impl std::fmt::Debug for GameSessionDetail {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("GameSessionDetail");
formatter.field("game_session", &self.game_session);
formatter.field("protection_policy", &self.protection_policy);
formatter.finish()
}
}
/// See [`GameSessionDetail`](crate::model::GameSessionDetail)
pub mod game_session_detail {
/// A builder for [`GameSessionDetail`](crate::model::GameSessionDetail)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) game_session: std::option::Option<crate::model::GameSession>,
pub(crate) protection_policy: std::option::Option<crate::model::ProtectionPolicy>,
}
impl Builder {
/// <p>Object that describes a game session.</p>
pub fn game_session(mut self, input: crate::model::GameSession) -> Self {
self.game_session = Some(input);
self
}
/// <p>Object that describes a game session.</p>
pub fn set_game_session(
mut self,
input: std::option::Option<crate::model::GameSession>,
) -> Self {
self.game_session = input;
self
}
/// <p>Current status of protection for the game session.</p>
/// <ul>
/// <li>
/// <p>
/// <b>NoProtection</b> -- The game session can be
/// terminated during a scale-down event.</p>
/// </li>
/// <li>
/// <p>
/// <b>FullProtection</b> -- If the game session is in an
/// <code>ACTIVE</code> status, it cannot be terminated during a scale-down
/// event.</p>
/// </li>
/// </ul>
pub fn protection_policy(mut self, input: crate::model::ProtectionPolicy) -> Self {
self.protection_policy = Some(input);
self
}
/// <p>Current status of protection for the game session.</p>
/// <ul>
/// <li>
/// <p>
/// <b>NoProtection</b> -- The game session can be
/// terminated during a scale-down event.</p>
/// </li>
/// <li>
/// <p>
/// <b>FullProtection</b> -- If the game session is in an
/// <code>ACTIVE</code> status, it cannot be terminated during a scale-down
/// event.</p>
/// </li>
/// </ul>
pub fn set_protection_policy(
mut self,
input: std::option::Option<crate::model::ProtectionPolicy>,
) -> Self {
self.protection_policy = input;
self
}
/// Consumes the builder and constructs a [`GameSessionDetail`](crate::model::GameSessionDetail)
pub fn build(self) -> crate::model::GameSessionDetail {
crate::model::GameSessionDetail {
game_session: self.game_session,
protection_policy: self.protection_policy,
}
}
}
}
impl GameSessionDetail {
/// Creates a new builder-style object to manufacture [`GameSessionDetail`](crate::model::GameSessionDetail)
pub fn builder() -> crate::model::game_session_detail::Builder {
crate::model::game_session_detail::Builder::default()
}
}
/// <p>
/// <b>This data type is used with the GameLift FleetIQ and game server groups.</b>
/// </p>
/// <p> Additional properties, including status, that describe an EC2 instance in a game
/// server group. Instance configurations are set with game server group properties (see
/// <code>DescribeGameServerGroup</code> and with the EC2 launch template that was used
/// when creating the game server group. </p>
/// <p>Retrieve game server instances for a game server group by calling
/// <code>DescribeGameServerInstances</code>. </p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>CreateGameServerGroup</a> |
/// <a>ListGameServerGroups</a> |
/// <a>DescribeGameServerGroup</a> |
/// <a>UpdateGameServerGroup</a> |
/// <a>DeleteGameServerGroup</a> |
/// <a>ResumeGameServerGroup</a> |
/// <a>SuspendGameServerGroup</a> |
/// <a>DescribeGameServerInstances</a> |
/// <a href="https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html">All APIs by task</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct GameServerInstance {
/// <p>A developer-defined identifier for the game server group that includes the game
/// server instance. The name is unique for each Region in each AWS account.</p>
pub game_server_group_name: std::option::Option<std::string::String>,
/// <p>A generated unique identifier for the game server group that includes the game
/// server instance. </p>
pub game_server_group_arn: std::option::Option<std::string::String>,
/// <p>The unique identifier for the instance where the game server is running. This ID is
/// available in the instance metadata. EC2 instance IDs
/// use a 17-character format, for example: <code>i-1234567890abcdef0</code>.</p>
pub instance_id: std::option::Option<std::string::String>,
/// <p>
/// Current status of the game server instance.
/// </p>
/// <ul>
/// <li>
/// <p>
/// <b>ACTIVE</b> -- The instance is viable for hosting
/// game servers. </p>
/// </li>
/// <li>
/// <p>
/// <b>DRAINING</b> -- The instance is not viable for
/// hosting game servers. Existing game servers are in the process of ending, and
/// new game servers are not started on this instance unless no other resources are
/// available. When the instance is put in DRAINING, a new instance is started up to
/// replace it. Once the instance has no UTILIZED game servers, it will be terminated
/// in favor of the new instance.</p>
/// </li>
/// <li>
/// <p>
/// <b>SPOT_TERMINATING</b> -- The instance is in the
/// process of shutting down due to a Spot instance interruption. No new game
/// servers are started on this instance.</p>
/// </li>
/// </ul>
pub instance_status: std::option::Option<crate::model::GameServerInstanceStatus>,
}
impl GameServerInstance {
/// <p>A developer-defined identifier for the game server group that includes the game
/// server instance. The name is unique for each Region in each AWS account.</p>
pub fn game_server_group_name(&self) -> std::option::Option<&str> {
self.game_server_group_name.as_deref()
}
/// <p>A generated unique identifier for the game server group that includes the game
/// server instance. </p>
pub fn game_server_group_arn(&self) -> std::option::Option<&str> {
self.game_server_group_arn.as_deref()
}
/// <p>The unique identifier for the instance where the game server is running. This ID is
/// available in the instance metadata. EC2 instance IDs
/// use a 17-character format, for example: <code>i-1234567890abcdef0</code>.</p>
pub fn instance_id(&self) -> std::option::Option<&str> {
self.instance_id.as_deref()
}
/// <p>
/// Current status of the game server instance.
/// </p>
/// <ul>
/// <li>
/// <p>
/// <b>ACTIVE</b> -- The instance is viable for hosting
/// game servers. </p>
/// </li>
/// <li>
/// <p>
/// <b>DRAINING</b> -- The instance is not viable for
/// hosting game servers. Existing game servers are in the process of ending, and
/// new game servers are not started on this instance unless no other resources are
/// available. When the instance is put in DRAINING, a new instance is started up to
/// replace it. Once the instance has no UTILIZED game servers, it will be terminated
/// in favor of the new instance.</p>
/// </li>
/// <li>
/// <p>
/// <b>SPOT_TERMINATING</b> -- The instance is in the
/// process of shutting down due to a Spot instance interruption. No new game
/// servers are started on this instance.</p>
/// </li>
/// </ul>
pub fn instance_status(&self) -> std::option::Option<&crate::model::GameServerInstanceStatus> {
self.instance_status.as_ref()
}
}
impl std::fmt::Debug for GameServerInstance {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("GameServerInstance");
formatter.field("game_server_group_name", &self.game_server_group_name);
formatter.field("game_server_group_arn", &self.game_server_group_arn);
formatter.field("instance_id", &self.instance_id);
formatter.field("instance_status", &self.instance_status);
formatter.finish()
}
}
/// See [`GameServerInstance`](crate::model::GameServerInstance)
pub mod game_server_instance {
/// A builder for [`GameServerInstance`](crate::model::GameServerInstance)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) game_server_group_name: std::option::Option<std::string::String>,
pub(crate) game_server_group_arn: std::option::Option<std::string::String>,
pub(crate) instance_id: std::option::Option<std::string::String>,
pub(crate) instance_status: std::option::Option<crate::model::GameServerInstanceStatus>,
}
impl Builder {
/// <p>A developer-defined identifier for the game server group that includes the game
/// server instance. The name is unique for each Region in each AWS account.</p>
pub fn game_server_group_name(mut self, input: impl Into<std::string::String>) -> Self {
self.game_server_group_name = Some(input.into());
self
}
/// <p>A developer-defined identifier for the game server group that includes the game
/// server instance. The name is unique for each Region in each AWS account.</p>
pub fn set_game_server_group_name(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_server_group_name = input;
self
}
/// <p>A generated unique identifier for the game server group that includes the game
/// server instance. </p>
pub fn game_server_group_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.game_server_group_arn = Some(input.into());
self
}
/// <p>A generated unique identifier for the game server group that includes the game
/// server instance. </p>
pub fn set_game_server_group_arn(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.game_server_group_arn = input;
self
}
/// <p>The unique identifier for the instance where the game server is running. This ID is
/// available in the instance metadata. EC2 instance IDs
/// use a 17-character format, for example: <code>i-1234567890abcdef0</code>.</p>
pub fn instance_id(mut self, input: impl Into<std::string::String>) -> Self {
self.instance_id = Some(input.into());
self
}
/// <p>The unique identifier for the instance where the game server is running. This ID is
/// available in the instance metadata. EC2 instance IDs
/// use a 17-character format, for example: <code>i-1234567890abcdef0</code>.</p>
pub fn set_instance_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.instance_id = input;
self
}
/// <p>
/// Current status of the game server instance.
/// </p>
/// <ul>
/// <li>
/// <p>
/// <b>ACTIVE</b> -- The instance is viable for hosting
/// game servers. </p>
/// </li>
/// <li>
/// <p>
/// <b>DRAINING</b> -- The instance is not viable for
/// hosting game servers. Existing game servers are in the process of ending, and
/// new game servers are not started on this instance unless no other resources are
/// available. When the instance is put in DRAINING, a new instance is started up to
/// replace it. Once the instance has no UTILIZED game servers, it will be terminated
/// in favor of the new instance.</p>
/// </li>
/// <li>
/// <p>
/// <b>SPOT_TERMINATING</b> -- The instance is in the
/// process of shutting down due to a Spot instance interruption. No new game
/// servers are started on this instance.</p>
/// </li>
/// </ul>
pub fn instance_status(mut self, input: crate::model::GameServerInstanceStatus) -> Self {
self.instance_status = Some(input);
self
}
/// <p>
/// Current status of the game server instance.
/// </p>
/// <ul>
/// <li>
/// <p>
/// <b>ACTIVE</b> -- The instance is viable for hosting
/// game servers. </p>
/// </li>
/// <li>
/// <p>
/// <b>DRAINING</b> -- The instance is not viable for
/// hosting game servers. Existing game servers are in the process of ending, and
/// new game servers are not started on this instance unless no other resources are
/// available. When the instance is put in DRAINING, a new instance is started up to
/// replace it. Once the instance has no UTILIZED game servers, it will be terminated
/// in favor of the new instance.</p>
/// </li>
/// <li>
/// <p>
/// <b>SPOT_TERMINATING</b> -- The instance is in the
/// process of shutting down due to a Spot instance interruption. No new game
/// servers are started on this instance.</p>
/// </li>
/// </ul>
pub fn set_instance_status(
mut self,
input: std::option::Option<crate::model::GameServerInstanceStatus>,
) -> Self {
self.instance_status = input;
self
}
/// Consumes the builder and constructs a [`GameServerInstance`](crate::model::GameServerInstance)
pub fn build(self) -> crate::model::GameServerInstance {
crate::model::GameServerInstance {
game_server_group_name: self.game_server_group_name,
game_server_group_arn: self.game_server_group_arn,
instance_id: self.instance_id,
instance_status: self.instance_status,
}
}
}
}
impl GameServerInstance {
/// Creates a new builder-style object to manufacture [`GameServerInstance`](crate::model::GameServerInstance)
pub fn builder() -> crate::model::game_server_instance::Builder {
crate::model::game_server_instance::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum GameServerInstanceStatus {
#[allow(missing_docs)] // documentation missing in model
Active,
#[allow(missing_docs)] // documentation missing in model
Draining,
#[allow(missing_docs)] // documentation missing in model
SpotTerminating,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for GameServerInstanceStatus {
fn from(s: &str) -> Self {
match s {
"ACTIVE" => GameServerInstanceStatus::Active,
"DRAINING" => GameServerInstanceStatus::Draining,
"SPOT_TERMINATING" => GameServerInstanceStatus::SpotTerminating,
other => GameServerInstanceStatus::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for GameServerInstanceStatus {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(GameServerInstanceStatus::from(s))
}
}
impl GameServerInstanceStatus {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
GameServerInstanceStatus::Active => "ACTIVE",
GameServerInstanceStatus::Draining => "DRAINING",
GameServerInstanceStatus::SpotTerminating => "SPOT_TERMINATING",
GameServerInstanceStatus::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["ACTIVE", "DRAINING", "SPOT_TERMINATING"]
}
}
impl AsRef<str> for GameServerInstanceStatus {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>Current resource utilization statistics in a specified fleet or location. The location
/// value might refer to a fleet's remote location or its home Region.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>DescribeFleetUtilization</a> | <a>DescribeFleetLocationUtilization</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct FleetUtilization {
/// <p>A unique identifier for the fleet associated with the location.</p>
pub fleet_id: std::option::Option<std::string::String>,
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>.</p>
pub fleet_arn: std::option::Option<std::string::String>,
/// <p>The number of server processes in <code>ACTIVE</code> status that are currently
/// running across all instances in the fleet location. </p>
pub active_server_process_count: std::option::Option<i32>,
/// <p>The number of active game sessions that are currently being hosted across all
/// instances in the fleet location.</p>
pub active_game_session_count: std::option::Option<i32>,
/// <p>The number of active player sessions that are currently being hosted across all
/// instances in the fleet location.</p>
pub current_player_session_count: std::option::Option<i32>,
/// <p>The maximum number of players allowed across all game sessions that are currently
/// being hosted across all instances in the fleet location.</p>
pub maximum_player_session_count: std::option::Option<i32>,
/// <p>The fleet location for the fleet utilization information, expressed as an AWS Region
/// code, such as <code>us-west-2</code>. </p>
pub location: std::option::Option<std::string::String>,
}
impl FleetUtilization {
/// <p>A unique identifier for the fleet associated with the location.</p>
pub fn fleet_id(&self) -> std::option::Option<&str> {
self.fleet_id.as_deref()
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>.</p>
pub fn fleet_arn(&self) -> std::option::Option<&str> {
self.fleet_arn.as_deref()
}
/// <p>The number of server processes in <code>ACTIVE</code> status that are currently
/// running across all instances in the fleet location. </p>
pub fn active_server_process_count(&self) -> std::option::Option<i32> {
self.active_server_process_count
}
/// <p>The number of active game sessions that are currently being hosted across all
/// instances in the fleet location.</p>
pub fn active_game_session_count(&self) -> std::option::Option<i32> {
self.active_game_session_count
}
/// <p>The number of active player sessions that are currently being hosted across all
/// instances in the fleet location.</p>
pub fn current_player_session_count(&self) -> std::option::Option<i32> {
self.current_player_session_count
}
/// <p>The maximum number of players allowed across all game sessions that are currently
/// being hosted across all instances in the fleet location.</p>
pub fn maximum_player_session_count(&self) -> std::option::Option<i32> {
self.maximum_player_session_count
}
/// <p>The fleet location for the fleet utilization information, expressed as an AWS Region
/// code, such as <code>us-west-2</code>. </p>
pub fn location(&self) -> std::option::Option<&str> {
self.location.as_deref()
}
}
impl std::fmt::Debug for FleetUtilization {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("FleetUtilization");
formatter.field("fleet_id", &self.fleet_id);
formatter.field("fleet_arn", &self.fleet_arn);
formatter.field(
"active_server_process_count",
&self.active_server_process_count,
);
formatter.field("active_game_session_count", &self.active_game_session_count);
formatter.field(
"current_player_session_count",
&self.current_player_session_count,
);
formatter.field(
"maximum_player_session_count",
&self.maximum_player_session_count,
);
formatter.field("location", &self.location);
formatter.finish()
}
}
/// See [`FleetUtilization`](crate::model::FleetUtilization)
pub mod fleet_utilization {
/// A builder for [`FleetUtilization`](crate::model::FleetUtilization)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) fleet_id: std::option::Option<std::string::String>,
pub(crate) fleet_arn: std::option::Option<std::string::String>,
pub(crate) active_server_process_count: std::option::Option<i32>,
pub(crate) active_game_session_count: std::option::Option<i32>,
pub(crate) current_player_session_count: std::option::Option<i32>,
pub(crate) maximum_player_session_count: std::option::Option<i32>,
pub(crate) location: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>A unique identifier for the fleet associated with the location.</p>
pub fn fleet_id(mut self, input: impl Into<std::string::String>) -> Self {
self.fleet_id = Some(input.into());
self
}
/// <p>A unique identifier for the fleet associated with the location.</p>
pub fn set_fleet_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.fleet_id = input;
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>.</p>
pub fn fleet_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.fleet_arn = Some(input.into());
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>.</p>
pub fn set_fleet_arn(mut self, input: std::option::Option<std::string::String>) -> Self {
self.fleet_arn = input;
self
}
/// <p>The number of server processes in <code>ACTIVE</code> status that are currently
/// running across all instances in the fleet location. </p>
pub fn active_server_process_count(mut self, input: i32) -> Self {
self.active_server_process_count = Some(input);
self
}
/// <p>The number of server processes in <code>ACTIVE</code> status that are currently
/// running across all instances in the fleet location. </p>
pub fn set_active_server_process_count(mut self, input: std::option::Option<i32>) -> Self {
self.active_server_process_count = input;
self
}
/// <p>The number of active game sessions that are currently being hosted across all
/// instances in the fleet location.</p>
pub fn active_game_session_count(mut self, input: i32) -> Self {
self.active_game_session_count = Some(input);
self
}
/// <p>The number of active game sessions that are currently being hosted across all
/// instances in the fleet location.</p>
pub fn set_active_game_session_count(mut self, input: std::option::Option<i32>) -> Self {
self.active_game_session_count = input;
self
}
/// <p>The number of active player sessions that are currently being hosted across all
/// instances in the fleet location.</p>
pub fn current_player_session_count(mut self, input: i32) -> Self {
self.current_player_session_count = Some(input);
self
}
/// <p>The number of active player sessions that are currently being hosted across all
/// instances in the fleet location.</p>
pub fn set_current_player_session_count(mut self, input: std::option::Option<i32>) -> Self {
self.current_player_session_count = input;
self
}
/// <p>The maximum number of players allowed across all game sessions that are currently
/// being hosted across all instances in the fleet location.</p>
pub fn maximum_player_session_count(mut self, input: i32) -> Self {
self.maximum_player_session_count = Some(input);
self
}
/// <p>The maximum number of players allowed across all game sessions that are currently
/// being hosted across all instances in the fleet location.</p>
pub fn set_maximum_player_session_count(mut self, input: std::option::Option<i32>) -> Self {
self.maximum_player_session_count = input;
self
}
/// <p>The fleet location for the fleet utilization information, expressed as an AWS Region
/// code, such as <code>us-west-2</code>. </p>
pub fn location(mut self, input: impl Into<std::string::String>) -> Self {
self.location = Some(input.into());
self
}
/// <p>The fleet location for the fleet utilization information, expressed as an AWS Region
/// code, such as <code>us-west-2</code>. </p>
pub fn set_location(mut self, input: std::option::Option<std::string::String>) -> Self {
self.location = input;
self
}
/// Consumes the builder and constructs a [`FleetUtilization`](crate::model::FleetUtilization)
pub fn build(self) -> crate::model::FleetUtilization {
crate::model::FleetUtilization {
fleet_id: self.fleet_id,
fleet_arn: self.fleet_arn,
active_server_process_count: self.active_server_process_count,
active_game_session_count: self.active_game_session_count,
current_player_session_count: self.current_player_session_count,
maximum_player_session_count: self.maximum_player_session_count,
location: self.location,
}
}
}
}
impl FleetUtilization {
/// Creates a new builder-style object to manufacture [`FleetUtilization`](crate::model::FleetUtilization)
pub fn builder() -> crate::model::fleet_utilization::Builder {
crate::model::fleet_utilization::Builder::default()
}
}
/// <p>Current resource capacity settings in a specified fleet or location. The location
/// value might refer to a fleet's remote location or its home Region. </p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>DescribeFleetCapacity</a> |
/// <a>DescribeFleetLocationCapacity</a> |
/// <a>UpdateFleetCapacity</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct FleetCapacity {
/// <p>A unique identifier for the fleet associated with the location.</p>
pub fleet_id: std::option::Option<std::string::String>,
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>.</p>
pub fleet_arn: std::option::Option<std::string::String>,
/// <p>The EC2 instance type that is used for all instances in a fleet. The instance type
/// determines the computing resources in use, including CPU, memory, storage, and
/// networking capacity. See <a href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2
/// Instance Types</a> for detailed descriptions.</p>
pub instance_type: std::option::Option<crate::model::Ec2InstanceType>,
/// <p>The current instance count and capacity settings for the fleet location. </p>
pub instance_counts: std::option::Option<crate::model::Ec2InstanceCounts>,
/// <p>The fleet location for the instance count information, expressed as an AWS Region
/// code, such as <code>us-west-2</code>. </p>
pub location: std::option::Option<std::string::String>,
}
impl FleetCapacity {
/// <p>A unique identifier for the fleet associated with the location.</p>
pub fn fleet_id(&self) -> std::option::Option<&str> {
self.fleet_id.as_deref()
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>.</p>
pub fn fleet_arn(&self) -> std::option::Option<&str> {
self.fleet_arn.as_deref()
}
/// <p>The EC2 instance type that is used for all instances in a fleet. The instance type
/// determines the computing resources in use, including CPU, memory, storage, and
/// networking capacity. See <a href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2
/// Instance Types</a> for detailed descriptions.</p>
pub fn instance_type(&self) -> std::option::Option<&crate::model::Ec2InstanceType> {
self.instance_type.as_ref()
}
/// <p>The current instance count and capacity settings for the fleet location. </p>
pub fn instance_counts(&self) -> std::option::Option<&crate::model::Ec2InstanceCounts> {
self.instance_counts.as_ref()
}
/// <p>The fleet location for the instance count information, expressed as an AWS Region
/// code, such as <code>us-west-2</code>. </p>
pub fn location(&self) -> std::option::Option<&str> {
self.location.as_deref()
}
}
impl std::fmt::Debug for FleetCapacity {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("FleetCapacity");
formatter.field("fleet_id", &self.fleet_id);
formatter.field("fleet_arn", &self.fleet_arn);
formatter.field("instance_type", &self.instance_type);
formatter.field("instance_counts", &self.instance_counts);
formatter.field("location", &self.location);
formatter.finish()
}
}
/// See [`FleetCapacity`](crate::model::FleetCapacity)
pub mod fleet_capacity {
/// A builder for [`FleetCapacity`](crate::model::FleetCapacity)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) fleet_id: std::option::Option<std::string::String>,
pub(crate) fleet_arn: std::option::Option<std::string::String>,
pub(crate) instance_type: std::option::Option<crate::model::Ec2InstanceType>,
pub(crate) instance_counts: std::option::Option<crate::model::Ec2InstanceCounts>,
pub(crate) location: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>A unique identifier for the fleet associated with the location.</p>
pub fn fleet_id(mut self, input: impl Into<std::string::String>) -> Self {
self.fleet_id = Some(input.into());
self
}
/// <p>A unique identifier for the fleet associated with the location.</p>
pub fn set_fleet_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.fleet_id = input;
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>.</p>
pub fn fleet_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.fleet_arn = Some(input.into());
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>.</p>
pub fn set_fleet_arn(mut self, input: std::option::Option<std::string::String>) -> Self {
self.fleet_arn = input;
self
}
/// <p>The EC2 instance type that is used for all instances in a fleet. The instance type
/// determines the computing resources in use, including CPU, memory, storage, and
/// networking capacity. See <a href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2
/// Instance Types</a> for detailed descriptions.</p>
pub fn instance_type(mut self, input: crate::model::Ec2InstanceType) -> Self {
self.instance_type = Some(input);
self
}
/// <p>The EC2 instance type that is used for all instances in a fleet. The instance type
/// determines the computing resources in use, including CPU, memory, storage, and
/// networking capacity. See <a href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2
/// Instance Types</a> for detailed descriptions.</p>
pub fn set_instance_type(
mut self,
input: std::option::Option<crate::model::Ec2InstanceType>,
) -> Self {
self.instance_type = input;
self
}
/// <p>The current instance count and capacity settings for the fleet location. </p>
pub fn instance_counts(mut self, input: crate::model::Ec2InstanceCounts) -> Self {
self.instance_counts = Some(input);
self
}
/// <p>The current instance count and capacity settings for the fleet location. </p>
pub fn set_instance_counts(
mut self,
input: std::option::Option<crate::model::Ec2InstanceCounts>,
) -> Self {
self.instance_counts = input;
self
}
/// <p>The fleet location for the instance count information, expressed as an AWS Region
/// code, such as <code>us-west-2</code>. </p>
pub fn location(mut self, input: impl Into<std::string::String>) -> Self {
self.location = Some(input.into());
self
}
/// <p>The fleet location for the instance count information, expressed as an AWS Region
/// code, such as <code>us-west-2</code>. </p>
pub fn set_location(mut self, input: std::option::Option<std::string::String>) -> Self {
self.location = input;
self
}
/// Consumes the builder and constructs a [`FleetCapacity`](crate::model::FleetCapacity)
pub fn build(self) -> crate::model::FleetCapacity {
crate::model::FleetCapacity {
fleet_id: self.fleet_id,
fleet_arn: self.fleet_arn,
instance_type: self.instance_type,
instance_counts: self.instance_counts,
location: self.location,
}
}
}
}
impl FleetCapacity {
/// Creates a new builder-style object to manufacture [`FleetCapacity`](crate::model::FleetCapacity)
pub fn builder() -> crate::model::fleet_capacity::Builder {
crate::model::fleet_capacity::Builder::default()
}
}
/// <p>Resource capacity settings. Fleet capacity is measured in EC2 instances. Pending and
/// terminating counts are non-zero when the fleet capacity is adjusting to a scaling event
/// or if access to resources is temporarily affected.</p>
/// <p>EC2 instance counts are part of <a>FleetCapacity</a>.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct Ec2InstanceCounts {
/// <p>Ideal number of active instances. GameLift will always try to maintain the desired
/// number of instances. Capacity is scaled up or down by changing the desired instances. </p>
pub desired: std::option::Option<i32>,
/// <p>The minimum instance count value allowed.</p>
pub minimum: std::option::Option<i32>,
/// <p>The maximum instance count value allowed.</p>
pub maximum: std::option::Option<i32>,
/// <p>Number of instances that are starting but not yet active.</p>
pub pending: std::option::Option<i32>,
/// <p>Actual number of instances that are ready to host game sessions.</p>
pub active: std::option::Option<i32>,
/// <p>Number of active instances that are not currently hosting a game session.</p>
pub idle: std::option::Option<i32>,
/// <p>Number of instances that are no longer active but haven't yet been terminated.</p>
pub terminating: std::option::Option<i32>,
}
impl Ec2InstanceCounts {
/// <p>Ideal number of active instances. GameLift will always try to maintain the desired
/// number of instances. Capacity is scaled up or down by changing the desired instances. </p>
pub fn desired(&self) -> std::option::Option<i32> {
self.desired
}
/// <p>The minimum instance count value allowed.</p>
pub fn minimum(&self) -> std::option::Option<i32> {
self.minimum
}
/// <p>The maximum instance count value allowed.</p>
pub fn maximum(&self) -> std::option::Option<i32> {
self.maximum
}
/// <p>Number of instances that are starting but not yet active.</p>
pub fn pending(&self) -> std::option::Option<i32> {
self.pending
}
/// <p>Actual number of instances that are ready to host game sessions.</p>
pub fn active(&self) -> std::option::Option<i32> {
self.active
}
/// <p>Number of active instances that are not currently hosting a game session.</p>
pub fn idle(&self) -> std::option::Option<i32> {
self.idle
}
/// <p>Number of instances that are no longer active but haven't yet been terminated.</p>
pub fn terminating(&self) -> std::option::Option<i32> {
self.terminating
}
}
impl std::fmt::Debug for Ec2InstanceCounts {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("Ec2InstanceCounts");
formatter.field("desired", &self.desired);
formatter.field("minimum", &self.minimum);
formatter.field("maximum", &self.maximum);
formatter.field("pending", &self.pending);
formatter.field("active", &self.active);
formatter.field("idle", &self.idle);
formatter.field("terminating", &self.terminating);
formatter.finish()
}
}
/// See [`Ec2InstanceCounts`](crate::model::Ec2InstanceCounts)
pub mod ec2_instance_counts {
/// A builder for [`Ec2InstanceCounts`](crate::model::Ec2InstanceCounts)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) desired: std::option::Option<i32>,
pub(crate) minimum: std::option::Option<i32>,
pub(crate) maximum: std::option::Option<i32>,
pub(crate) pending: std::option::Option<i32>,
pub(crate) active: std::option::Option<i32>,
pub(crate) idle: std::option::Option<i32>,
pub(crate) terminating: std::option::Option<i32>,
}
impl Builder {
/// <p>Ideal number of active instances. GameLift will always try to maintain the desired
/// number of instances. Capacity is scaled up or down by changing the desired instances. </p>
pub fn desired(mut self, input: i32) -> Self {
self.desired = Some(input);
self
}
/// <p>Ideal number of active instances. GameLift will always try to maintain the desired
/// number of instances. Capacity is scaled up or down by changing the desired instances. </p>
pub fn set_desired(mut self, input: std::option::Option<i32>) -> Self {
self.desired = input;
self
}
/// <p>The minimum instance count value allowed.</p>
pub fn minimum(mut self, input: i32) -> Self {
self.minimum = Some(input);
self
}
/// <p>The minimum instance count value allowed.</p>
pub fn set_minimum(mut self, input: std::option::Option<i32>) -> Self {
self.minimum = input;
self
}
/// <p>The maximum instance count value allowed.</p>
pub fn maximum(mut self, input: i32) -> Self {
self.maximum = Some(input);
self
}
/// <p>The maximum instance count value allowed.</p>
pub fn set_maximum(mut self, input: std::option::Option<i32>) -> Self {
self.maximum = input;
self
}
/// <p>Number of instances that are starting but not yet active.</p>
pub fn pending(mut self, input: i32) -> Self {
self.pending = Some(input);
self
}
/// <p>Number of instances that are starting but not yet active.</p>
pub fn set_pending(mut self, input: std::option::Option<i32>) -> Self {
self.pending = input;
self
}
/// <p>Actual number of instances that are ready to host game sessions.</p>
pub fn active(mut self, input: i32) -> Self {
self.active = Some(input);
self
}
/// <p>Actual number of instances that are ready to host game sessions.</p>
pub fn set_active(mut self, input: std::option::Option<i32>) -> Self {
self.active = input;
self
}
/// <p>Number of active instances that are not currently hosting a game session.</p>
pub fn idle(mut self, input: i32) -> Self {
self.idle = Some(input);
self
}
/// <p>Number of active instances that are not currently hosting a game session.</p>
pub fn set_idle(mut self, input: std::option::Option<i32>) -> Self {
self.idle = input;
self
}
/// <p>Number of instances that are no longer active but haven't yet been terminated.</p>
pub fn terminating(mut self, input: i32) -> Self {
self.terminating = Some(input);
self
}
/// <p>Number of instances that are no longer active but haven't yet been terminated.</p>
pub fn set_terminating(mut self, input: std::option::Option<i32>) -> Self {
self.terminating = input;
self
}
/// Consumes the builder and constructs a [`Ec2InstanceCounts`](crate::model::Ec2InstanceCounts)
pub fn build(self) -> crate::model::Ec2InstanceCounts {
crate::model::Ec2InstanceCounts {
desired: self.desired,
minimum: self.minimum,
maximum: self.maximum,
pending: self.pending,
active: self.active,
idle: self.idle,
terminating: self.terminating,
}
}
}
}
impl Ec2InstanceCounts {
/// Creates a new builder-style object to manufacture [`Ec2InstanceCounts`](crate::model::Ec2InstanceCounts)
pub fn builder() -> crate::model::ec2_instance_counts::Builder {
crate::model::ec2_instance_counts::Builder::default()
}
}
/// <p>Represents a location in a multi-location fleet.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>DescribeFleetLocationAttributes</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct LocationAttributes {
/// <p>A fleet location and its current life-cycle state.</p>
pub location_state: std::option::Option<crate::model::LocationState>,
/// <p>A list of fleet actions that have been suspended in the fleet location.</p>
pub stopped_actions: std::option::Option<std::vec::Vec<crate::model::FleetAction>>,
/// <p>The status of fleet activity updates to the location. The status
/// <code>PENDING_UPDATE</code> indicates that <a>StopFleetActions</a> or <a>StartFleetActions</a>
/// has been requested but the update has not yet been completed for the location.</p>
pub update_status: std::option::Option<crate::model::LocationUpdateStatus>,
}
impl LocationAttributes {
/// <p>A fleet location and its current life-cycle state.</p>
pub fn location_state(&self) -> std::option::Option<&crate::model::LocationState> {
self.location_state.as_ref()
}
/// <p>A list of fleet actions that have been suspended in the fleet location.</p>
pub fn stopped_actions(&self) -> std::option::Option<&[crate::model::FleetAction]> {
self.stopped_actions.as_deref()
}
/// <p>The status of fleet activity updates to the location. The status
/// <code>PENDING_UPDATE</code> indicates that <a>StopFleetActions</a> or <a>StartFleetActions</a>
/// has been requested but the update has not yet been completed for the location.</p>
pub fn update_status(&self) -> std::option::Option<&crate::model::LocationUpdateStatus> {
self.update_status.as_ref()
}
}
impl std::fmt::Debug for LocationAttributes {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("LocationAttributes");
formatter.field("location_state", &self.location_state);
formatter.field("stopped_actions", &self.stopped_actions);
formatter.field("update_status", &self.update_status);
formatter.finish()
}
}
/// See [`LocationAttributes`](crate::model::LocationAttributes)
pub mod location_attributes {
/// A builder for [`LocationAttributes`](crate::model::LocationAttributes)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) location_state: std::option::Option<crate::model::LocationState>,
pub(crate) stopped_actions: std::option::Option<std::vec::Vec<crate::model::FleetAction>>,
pub(crate) update_status: std::option::Option<crate::model::LocationUpdateStatus>,
}
impl Builder {
/// <p>A fleet location and its current life-cycle state.</p>
pub fn location_state(mut self, input: crate::model::LocationState) -> Self {
self.location_state = Some(input);
self
}
/// <p>A fleet location and its current life-cycle state.</p>
pub fn set_location_state(
mut self,
input: std::option::Option<crate::model::LocationState>,
) -> Self {
self.location_state = input;
self
}
/// Appends an item to `stopped_actions`.
///
/// To override the contents of this collection use [`set_stopped_actions`](Self::set_stopped_actions).
///
/// <p>A list of fleet actions that have been suspended in the fleet location.</p>
pub fn stopped_actions(mut self, input: impl Into<crate::model::FleetAction>) -> Self {
let mut v = self.stopped_actions.unwrap_or_default();
v.push(input.into());
self.stopped_actions = Some(v);
self
}
/// <p>A list of fleet actions that have been suspended in the fleet location.</p>
pub fn set_stopped_actions(
mut self,
input: std::option::Option<std::vec::Vec<crate::model::FleetAction>>,
) -> Self {
self.stopped_actions = input;
self
}
/// <p>The status of fleet activity updates to the location. The status
/// <code>PENDING_UPDATE</code> indicates that <a>StopFleetActions</a> or <a>StartFleetActions</a>
/// has been requested but the update has not yet been completed for the location.</p>
pub fn update_status(mut self, input: crate::model::LocationUpdateStatus) -> Self {
self.update_status = Some(input);
self
}
/// <p>The status of fleet activity updates to the location. The status
/// <code>PENDING_UPDATE</code> indicates that <a>StopFleetActions</a> or <a>StartFleetActions</a>
/// has been requested but the update has not yet been completed for the location.</p>
pub fn set_update_status(
mut self,
input: std::option::Option<crate::model::LocationUpdateStatus>,
) -> Self {
self.update_status = input;
self
}
/// Consumes the builder and constructs a [`LocationAttributes`](crate::model::LocationAttributes)
pub fn build(self) -> crate::model::LocationAttributes {
crate::model::LocationAttributes {
location_state: self.location_state,
stopped_actions: self.stopped_actions,
update_status: self.update_status,
}
}
}
}
impl LocationAttributes {
/// Creates a new builder-style object to manufacture [`LocationAttributes`](crate::model::LocationAttributes)
pub fn builder() -> crate::model::location_attributes::Builder {
crate::model::location_attributes::Builder::default()
}
}
/// <p>A fleet location and its life-cycle state. A location state object might
/// be used to describe a fleet's remote location or home Region.
/// Life-cycle state tracks the progress of launching the first instance in a new
/// location and preparing it for game hosting, and then removing all instances and
/// deleting the location from the fleet.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>CreateFleet</a> |
/// <a>CreateFleetLocations</a> |
/// <a>DeleteFleetLocations</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct LocationState {
/// <p>The fleet location, expressed as an AWS Region code such as <code>us-west-2</code>. </p>
pub location: std::option::Option<std::string::String>,
/// <p>The life-cycle status of a fleet location. </p>
pub status: std::option::Option<crate::model::FleetStatus>,
}
impl LocationState {
/// <p>The fleet location, expressed as an AWS Region code such as <code>us-west-2</code>. </p>
pub fn location(&self) -> std::option::Option<&str> {
self.location.as_deref()
}
/// <p>The life-cycle status of a fleet location. </p>
pub fn status(&self) -> std::option::Option<&crate::model::FleetStatus> {
self.status.as_ref()
}
}
impl std::fmt::Debug for LocationState {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("LocationState");
formatter.field("location", &self.location);
formatter.field("status", &self.status);
formatter.finish()
}
}
/// See [`LocationState`](crate::model::LocationState)
pub mod location_state {
/// A builder for [`LocationState`](crate::model::LocationState)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) location: std::option::Option<std::string::String>,
pub(crate) status: std::option::Option<crate::model::FleetStatus>,
}
impl Builder {
/// <p>The fleet location, expressed as an AWS Region code such as <code>us-west-2</code>. </p>
pub fn location(mut self, input: impl Into<std::string::String>) -> Self {
self.location = Some(input.into());
self
}
/// <p>The fleet location, expressed as an AWS Region code such as <code>us-west-2</code>. </p>
pub fn set_location(mut self, input: std::option::Option<std::string::String>) -> Self {
self.location = input;
self
}
/// <p>The life-cycle status of a fleet location. </p>
pub fn status(mut self, input: crate::model::FleetStatus) -> Self {
self.status = Some(input);
self
}
/// <p>The life-cycle status of a fleet location. </p>
pub fn set_status(mut self, input: std::option::Option<crate::model::FleetStatus>) -> Self {
self.status = input;
self
}
/// Consumes the builder and constructs a [`LocationState`](crate::model::LocationState)
pub fn build(self) -> crate::model::LocationState {
crate::model::LocationState {
location: self.location,
status: self.status,
}
}
}
}
impl LocationState {
/// Creates a new builder-style object to manufacture [`LocationState`](crate::model::LocationState)
pub fn builder() -> crate::model::location_state::Builder {
crate::model::location_state::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum FleetStatus {
#[allow(missing_docs)] // documentation missing in model
Activating,
#[allow(missing_docs)] // documentation missing in model
Active,
#[allow(missing_docs)] // documentation missing in model
Building,
#[allow(missing_docs)] // documentation missing in model
Deleting,
#[allow(missing_docs)] // documentation missing in model
Downloading,
#[allow(missing_docs)] // documentation missing in model
Error,
#[allow(missing_docs)] // documentation missing in model
New,
#[allow(missing_docs)] // documentation missing in model
Terminated,
#[allow(missing_docs)] // documentation missing in model
Validating,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for FleetStatus {
fn from(s: &str) -> Self {
match s {
"ACTIVATING" => FleetStatus::Activating,
"ACTIVE" => FleetStatus::Active,
"BUILDING" => FleetStatus::Building,
"DELETING" => FleetStatus::Deleting,
"DOWNLOADING" => FleetStatus::Downloading,
"ERROR" => FleetStatus::Error,
"NEW" => FleetStatus::New,
"TERMINATED" => FleetStatus::Terminated,
"VALIDATING" => FleetStatus::Validating,
other => FleetStatus::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for FleetStatus {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(FleetStatus::from(s))
}
}
impl FleetStatus {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
FleetStatus::Activating => "ACTIVATING",
FleetStatus::Active => "ACTIVE",
FleetStatus::Building => "BUILDING",
FleetStatus::Deleting => "DELETING",
FleetStatus::Downloading => "DOWNLOADING",
FleetStatus::Error => "ERROR",
FleetStatus::New => "NEW",
FleetStatus::Terminated => "TERMINATED",
FleetStatus::Validating => "VALIDATING",
FleetStatus::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&[
"ACTIVATING",
"ACTIVE",
"BUILDING",
"DELETING",
"DOWNLOADING",
"ERROR",
"NEW",
"TERMINATED",
"VALIDATING",
]
}
}
impl AsRef<str> for FleetStatus {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>Log entry describing an event that involves GameLift resources (such as a fleet). In
/// addition to tracking activity, event codes and messages can provide additional
/// information for troubleshooting and debugging problems.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>DescribeFleetEvents</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct Event {
/// <p>A unique identifier for a fleet event.</p>
pub event_id: std::option::Option<std::string::String>,
/// <p>A unique identifier for an event resource, such as a fleet ID.</p>
pub resource_id: std::option::Option<std::string::String>,
/// <p>The type of event being logged. </p>
/// <p>
/// <b>Fleet creation events (ordered by fleet creation activity):</b>
/// </p>
/// <ul>
/// <li>
/// <p>FLEET_CREATED -- A fleet resource was successfully created with a status of
/// <code>NEW</code>. Event messaging includes the fleet ID.</p>
/// </li>
/// <li>
/// <p>FLEET_STATE_DOWNLOADING -- Fleet status changed from <code>NEW</code> to
/// <code>DOWNLOADING</code>. The compressed build has started downloading to a
/// fleet instance for installation.</p>
/// </li>
/// <li>
/// <p> FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet
/// instance.</p>
/// </li>
/// <li>
/// <p>FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully
/// downloaded to an instance, and the build files are now being extracted from the
/// uploaded build and saved to an instance. Failure at this stage prevents a fleet
/// from moving to <code>ACTIVE</code> status. Logs for this stage display a list of
/// the files that are extracted and saved on the instance. Access the logs by using
/// the URL in <i>PreSignedLogUrl</i>.</p>
/// </li>
/// <li>
/// <p>FLEET_CREATION_RUNNING_INSTALLER – The game server build files were
/// successfully extracted, and the GameLift is now running the build's install
/// script (if one is included). Failure in this stage prevents a fleet from moving
/// to <code>ACTIVE</code> status. Logs for this stage list the installation steps
/// and whether or not the install completed successfully. Access the logs by using
/// the URL in <i>PreSignedLogUrl</i>. </p>
/// </li>
/// <li>
/// <p>FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful,
/// and the GameLift is now verifying that the game server launch paths, which are
/// specified in the fleet's runtime configuration, exist. If any listed launch path
/// exists, GameLift tries to launch a game server process and waits for the process
/// to report ready. Failures in this stage prevent a fleet from moving to
/// <code>ACTIVE</code> status. Logs for this stage list the launch paths in the
/// runtime configuration and indicate whether each is found. Access the logs by
/// using the URL in <i>PreSignedLogUrl</i>.
///
/// </p>
/// </li>
/// <li>
/// <p>FLEET_STATE_VALIDATING -- Fleet status changed from
/// <code>DOWNLOADING</code> to <code>VALIDATING</code>.</p>
/// </li>
/// <li>
/// <p> FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime
/// configuration failed because the executable specified in a launch path does not
/// exist on the instance.</p>
/// </li>
/// <li>
/// <p>FLEET_STATE_BUILDING -- Fleet status changed from <code>VALIDATING</code>
/// to <code>BUILDING</code>.</p>
/// </li>
/// <li>
/// <p>FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime
/// configuration failed because the executable specified in a launch path failed to
/// run on the fleet instance.</p>
/// </li>
/// <li>
/// <p>FLEET_STATE_ACTIVATING -- Fleet status changed from <code>BUILDING</code>
/// to <code>ACTIVATING</code>. </p>
/// </li>
/// <li>
/// <p> FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one of
/// the steps in the fleet activation process. This event code indicates that the
/// game build was successfully downloaded to a fleet instance, built, and
/// validated, but was not able to start a server process. Learn more at
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation"> Debug Fleet
/// Creation Issues</a>
/// </p>
/// </li>
/// <li>
/// <p>FLEET_STATE_ACTIVE -- The fleet's status changed from
/// <code>ACTIVATING</code> to <code>ACTIVE</code>. The fleet is now ready to
/// host game sessions.</p>
/// </li>
/// </ul>
/// <p>
/// <b>VPC peering events:</b>
/// </p>
/// <ul>
/// <li>
/// <p>FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been
/// established between the VPC for an GameLift fleet and a VPC in your AWS
/// account.</p>
/// </li>
/// <li>
/// <p>FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed.
/// Event details and status information (see <a>DescribeVpcPeeringConnections</a>) provide additional detail. A
/// common reason for peering failure is that the two VPCs have overlapping CIDR
/// blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in
/// your AWS account. For more information on VPC peering failures, see <a href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html">https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
/// </p>
/// </li>
/// <li>
/// <p>FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully
/// deleted.</p>
/// </li>
/// </ul>
/// <p>
/// <b>Spot instance events:</b>
/// </p>
/// <ul>
/// <li>
/// <p> INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a
/// two-minute notification.</p>
/// </li>
/// </ul>
/// <p>
/// <b>Other fleet events:</b>
/// </p>
/// <ul>
/// <li>
/// <p>FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings
/// (desired instances, minimum/maximum scaling limits). Event messaging includes
/// the new capacity settings.</p>
/// </li>
/// <li>
/// <p>FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to
/// the fleet's game session protection policy setting. Event messaging includes
/// both the old and new policy setting. </p>
/// </li>
/// <li>
/// <p>FLEET_DELETED -- A request to delete a fleet was initiated.</p>
/// </li>
/// <li>
/// <p> GENERIC_EVENT -- An unspecified event has occurred.</p>
/// </li>
/// </ul>
pub event_code: std::option::Option<crate::model::EventCode>,
/// <p>Additional information related to the event.</p>
pub message: std::option::Option<std::string::String>,
/// <p>Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub event_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>Location of stored logs with additional detail that is related to the event. This
/// is useful for debugging issues. The URL is valid for 15 minutes. You can also access
/// fleet creation logs through the GameLift console.</p>
pub pre_signed_log_url: std::option::Option<std::string::String>,
}
impl Event {
/// <p>A unique identifier for a fleet event.</p>
pub fn event_id(&self) -> std::option::Option<&str> {
self.event_id.as_deref()
}
/// <p>A unique identifier for an event resource, such as a fleet ID.</p>
pub fn resource_id(&self) -> std::option::Option<&str> {
self.resource_id.as_deref()
}
/// <p>The type of event being logged. </p>
/// <p>
/// <b>Fleet creation events (ordered by fleet creation activity):</b>
/// </p>
/// <ul>
/// <li>
/// <p>FLEET_CREATED -- A fleet resource was successfully created with a status of
/// <code>NEW</code>. Event messaging includes the fleet ID.</p>
/// </li>
/// <li>
/// <p>FLEET_STATE_DOWNLOADING -- Fleet status changed from <code>NEW</code> to
/// <code>DOWNLOADING</code>. The compressed build has started downloading to a
/// fleet instance for installation.</p>
/// </li>
/// <li>
/// <p> FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet
/// instance.</p>
/// </li>
/// <li>
/// <p>FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully
/// downloaded to an instance, and the build files are now being extracted from the
/// uploaded build and saved to an instance. Failure at this stage prevents a fleet
/// from moving to <code>ACTIVE</code> status. Logs for this stage display a list of
/// the files that are extracted and saved on the instance. Access the logs by using
/// the URL in <i>PreSignedLogUrl</i>.</p>
/// </li>
/// <li>
/// <p>FLEET_CREATION_RUNNING_INSTALLER – The game server build files were
/// successfully extracted, and the GameLift is now running the build's install
/// script (if one is included). Failure in this stage prevents a fleet from moving
/// to <code>ACTIVE</code> status. Logs for this stage list the installation steps
/// and whether or not the install completed successfully. Access the logs by using
/// the URL in <i>PreSignedLogUrl</i>. </p>
/// </li>
/// <li>
/// <p>FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful,
/// and the GameLift is now verifying that the game server launch paths, which are
/// specified in the fleet's runtime configuration, exist. If any listed launch path
/// exists, GameLift tries to launch a game server process and waits for the process
/// to report ready. Failures in this stage prevent a fleet from moving to
/// <code>ACTIVE</code> status. Logs for this stage list the launch paths in the
/// runtime configuration and indicate whether each is found. Access the logs by
/// using the URL in <i>PreSignedLogUrl</i>.
///
/// </p>
/// </li>
/// <li>
/// <p>FLEET_STATE_VALIDATING -- Fleet status changed from
/// <code>DOWNLOADING</code> to <code>VALIDATING</code>.</p>
/// </li>
/// <li>
/// <p> FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime
/// configuration failed because the executable specified in a launch path does not
/// exist on the instance.</p>
/// </li>
/// <li>
/// <p>FLEET_STATE_BUILDING -- Fleet status changed from <code>VALIDATING</code>
/// to <code>BUILDING</code>.</p>
/// </li>
/// <li>
/// <p>FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime
/// configuration failed because the executable specified in a launch path failed to
/// run on the fleet instance.</p>
/// </li>
/// <li>
/// <p>FLEET_STATE_ACTIVATING -- Fleet status changed from <code>BUILDING</code>
/// to <code>ACTIVATING</code>. </p>
/// </li>
/// <li>
/// <p> FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one of
/// the steps in the fleet activation process. This event code indicates that the
/// game build was successfully downloaded to a fleet instance, built, and
/// validated, but was not able to start a server process. Learn more at
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation"> Debug Fleet
/// Creation Issues</a>
/// </p>
/// </li>
/// <li>
/// <p>FLEET_STATE_ACTIVE -- The fleet's status changed from
/// <code>ACTIVATING</code> to <code>ACTIVE</code>. The fleet is now ready to
/// host game sessions.</p>
/// </li>
/// </ul>
/// <p>
/// <b>VPC peering events:</b>
/// </p>
/// <ul>
/// <li>
/// <p>FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been
/// established between the VPC for an GameLift fleet and a VPC in your AWS
/// account.</p>
/// </li>
/// <li>
/// <p>FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed.
/// Event details and status information (see <a>DescribeVpcPeeringConnections</a>) provide additional detail. A
/// common reason for peering failure is that the two VPCs have overlapping CIDR
/// blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in
/// your AWS account. For more information on VPC peering failures, see <a href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html">https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
/// </p>
/// </li>
/// <li>
/// <p>FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully
/// deleted.</p>
/// </li>
/// </ul>
/// <p>
/// <b>Spot instance events:</b>
/// </p>
/// <ul>
/// <li>
/// <p> INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a
/// two-minute notification.</p>
/// </li>
/// </ul>
/// <p>
/// <b>Other fleet events:</b>
/// </p>
/// <ul>
/// <li>
/// <p>FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings
/// (desired instances, minimum/maximum scaling limits). Event messaging includes
/// the new capacity settings.</p>
/// </li>
/// <li>
/// <p>FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to
/// the fleet's game session protection policy setting. Event messaging includes
/// both the old and new policy setting. </p>
/// </li>
/// <li>
/// <p>FLEET_DELETED -- A request to delete a fleet was initiated.</p>
/// </li>
/// <li>
/// <p> GENERIC_EVENT -- An unspecified event has occurred.</p>
/// </li>
/// </ul>
pub fn event_code(&self) -> std::option::Option<&crate::model::EventCode> {
self.event_code.as_ref()
}
/// <p>Additional information related to the event.</p>
pub fn message(&self) -> std::option::Option<&str> {
self.message.as_deref()
}
/// <p>Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn event_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.event_time.as_ref()
}
/// <p>Location of stored logs with additional detail that is related to the event. This
/// is useful for debugging issues. The URL is valid for 15 minutes. You can also access
/// fleet creation logs through the GameLift console.</p>
pub fn pre_signed_log_url(&self) -> std::option::Option<&str> {
self.pre_signed_log_url.as_deref()
}
}
impl std::fmt::Debug for Event {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("Event");
formatter.field("event_id", &self.event_id);
formatter.field("resource_id", &self.resource_id);
formatter.field("event_code", &self.event_code);
formatter.field("message", &self.message);
formatter.field("event_time", &self.event_time);
formatter.field("pre_signed_log_url", &self.pre_signed_log_url);
formatter.finish()
}
}
/// See [`Event`](crate::model::Event)
pub mod event {
/// A builder for [`Event`](crate::model::Event)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) event_id: std::option::Option<std::string::String>,
pub(crate) resource_id: std::option::Option<std::string::String>,
pub(crate) event_code: std::option::Option<crate::model::EventCode>,
pub(crate) message: std::option::Option<std::string::String>,
pub(crate) event_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) pre_signed_log_url: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>A unique identifier for a fleet event.</p>
pub fn event_id(mut self, input: impl Into<std::string::String>) -> Self {
self.event_id = Some(input.into());
self
}
/// <p>A unique identifier for a fleet event.</p>
pub fn set_event_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.event_id = input;
self
}
/// <p>A unique identifier for an event resource, such as a fleet ID.</p>
pub fn resource_id(mut self, input: impl Into<std::string::String>) -> Self {
self.resource_id = Some(input.into());
self
}
/// <p>A unique identifier for an event resource, such as a fleet ID.</p>
pub fn set_resource_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.resource_id = input;
self
}
/// <p>The type of event being logged. </p>
/// <p>
/// <b>Fleet creation events (ordered by fleet creation activity):</b>
/// </p>
/// <ul>
/// <li>
/// <p>FLEET_CREATED -- A fleet resource was successfully created with a status of
/// <code>NEW</code>. Event messaging includes the fleet ID.</p>
/// </li>
/// <li>
/// <p>FLEET_STATE_DOWNLOADING -- Fleet status changed from <code>NEW</code> to
/// <code>DOWNLOADING</code>. The compressed build has started downloading to a
/// fleet instance for installation.</p>
/// </li>
/// <li>
/// <p> FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet
/// instance.</p>
/// </li>
/// <li>
/// <p>FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully
/// downloaded to an instance, and the build files are now being extracted from the
/// uploaded build and saved to an instance. Failure at this stage prevents a fleet
/// from moving to <code>ACTIVE</code> status. Logs for this stage display a list of
/// the files that are extracted and saved on the instance. Access the logs by using
/// the URL in <i>PreSignedLogUrl</i>.</p>
/// </li>
/// <li>
/// <p>FLEET_CREATION_RUNNING_INSTALLER – The game server build files were
/// successfully extracted, and the GameLift is now running the build's install
/// script (if one is included). Failure in this stage prevents a fleet from moving
/// to <code>ACTIVE</code> status. Logs for this stage list the installation steps
/// and whether or not the install completed successfully. Access the logs by using
/// the URL in <i>PreSignedLogUrl</i>. </p>
/// </li>
/// <li>
/// <p>FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful,
/// and the GameLift is now verifying that the game server launch paths, which are
/// specified in the fleet's runtime configuration, exist. If any listed launch path
/// exists, GameLift tries to launch a game server process and waits for the process
/// to report ready. Failures in this stage prevent a fleet from moving to
/// <code>ACTIVE</code> status. Logs for this stage list the launch paths in the
/// runtime configuration and indicate whether each is found. Access the logs by
/// using the URL in <i>PreSignedLogUrl</i>.
///
/// </p>
/// </li>
/// <li>
/// <p>FLEET_STATE_VALIDATING -- Fleet status changed from
/// <code>DOWNLOADING</code> to <code>VALIDATING</code>.</p>
/// </li>
/// <li>
/// <p> FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime
/// configuration failed because the executable specified in a launch path does not
/// exist on the instance.</p>
/// </li>
/// <li>
/// <p>FLEET_STATE_BUILDING -- Fleet status changed from <code>VALIDATING</code>
/// to <code>BUILDING</code>.</p>
/// </li>
/// <li>
/// <p>FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime
/// configuration failed because the executable specified in a launch path failed to
/// run on the fleet instance.</p>
/// </li>
/// <li>
/// <p>FLEET_STATE_ACTIVATING -- Fleet status changed from <code>BUILDING</code>
/// to <code>ACTIVATING</code>. </p>
/// </li>
/// <li>
/// <p> FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one of
/// the steps in the fleet activation process. This event code indicates that the
/// game build was successfully downloaded to a fleet instance, built, and
/// validated, but was not able to start a server process. Learn more at
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation"> Debug Fleet
/// Creation Issues</a>
/// </p>
/// </li>
/// <li>
/// <p>FLEET_STATE_ACTIVE -- The fleet's status changed from
/// <code>ACTIVATING</code> to <code>ACTIVE</code>. The fleet is now ready to
/// host game sessions.</p>
/// </li>
/// </ul>
/// <p>
/// <b>VPC peering events:</b>
/// </p>
/// <ul>
/// <li>
/// <p>FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been
/// established between the VPC for an GameLift fleet and a VPC in your AWS
/// account.</p>
/// </li>
/// <li>
/// <p>FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed.
/// Event details and status information (see <a>DescribeVpcPeeringConnections</a>) provide additional detail. A
/// common reason for peering failure is that the two VPCs have overlapping CIDR
/// blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in
/// your AWS account. For more information on VPC peering failures, see <a href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html">https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
/// </p>
/// </li>
/// <li>
/// <p>FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully
/// deleted.</p>
/// </li>
/// </ul>
/// <p>
/// <b>Spot instance events:</b>
/// </p>
/// <ul>
/// <li>
/// <p> INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a
/// two-minute notification.</p>
/// </li>
/// </ul>
/// <p>
/// <b>Other fleet events:</b>
/// </p>
/// <ul>
/// <li>
/// <p>FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings
/// (desired instances, minimum/maximum scaling limits). Event messaging includes
/// the new capacity settings.</p>
/// </li>
/// <li>
/// <p>FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to
/// the fleet's game session protection policy setting. Event messaging includes
/// both the old and new policy setting. </p>
/// </li>
/// <li>
/// <p>FLEET_DELETED -- A request to delete a fleet was initiated.</p>
/// </li>
/// <li>
/// <p> GENERIC_EVENT -- An unspecified event has occurred.</p>
/// </li>
/// </ul>
pub fn event_code(mut self, input: crate::model::EventCode) -> Self {
self.event_code = Some(input);
self
}
/// <p>The type of event being logged. </p>
/// <p>
/// <b>Fleet creation events (ordered by fleet creation activity):</b>
/// </p>
/// <ul>
/// <li>
/// <p>FLEET_CREATED -- A fleet resource was successfully created with a status of
/// <code>NEW</code>. Event messaging includes the fleet ID.</p>
/// </li>
/// <li>
/// <p>FLEET_STATE_DOWNLOADING -- Fleet status changed from <code>NEW</code> to
/// <code>DOWNLOADING</code>. The compressed build has started downloading to a
/// fleet instance for installation.</p>
/// </li>
/// <li>
/// <p> FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the fleet
/// instance.</p>
/// </li>
/// <li>
/// <p>FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully
/// downloaded to an instance, and the build files are now being extracted from the
/// uploaded build and saved to an instance. Failure at this stage prevents a fleet
/// from moving to <code>ACTIVE</code> status. Logs for this stage display a list of
/// the files that are extracted and saved on the instance. Access the logs by using
/// the URL in <i>PreSignedLogUrl</i>.</p>
/// </li>
/// <li>
/// <p>FLEET_CREATION_RUNNING_INSTALLER – The game server build files were
/// successfully extracted, and the GameLift is now running the build's install
/// script (if one is included). Failure in this stage prevents a fleet from moving
/// to <code>ACTIVE</code> status. Logs for this stage list the installation steps
/// and whether or not the install completed successfully. Access the logs by using
/// the URL in <i>PreSignedLogUrl</i>. </p>
/// </li>
/// <li>
/// <p>FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful,
/// and the GameLift is now verifying that the game server launch paths, which are
/// specified in the fleet's runtime configuration, exist. If any listed launch path
/// exists, GameLift tries to launch a game server process and waits for the process
/// to report ready. Failures in this stage prevent a fleet from moving to
/// <code>ACTIVE</code> status. Logs for this stage list the launch paths in the
/// runtime configuration and indicate whether each is found. Access the logs by
/// using the URL in <i>PreSignedLogUrl</i>.
///
/// </p>
/// </li>
/// <li>
/// <p>FLEET_STATE_VALIDATING -- Fleet status changed from
/// <code>DOWNLOADING</code> to <code>VALIDATING</code>.</p>
/// </li>
/// <li>
/// <p> FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime
/// configuration failed because the executable specified in a launch path does not
/// exist on the instance.</p>
/// </li>
/// <li>
/// <p>FLEET_STATE_BUILDING -- Fleet status changed from <code>VALIDATING</code>
/// to <code>BUILDING</code>.</p>
/// </li>
/// <li>
/// <p>FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime
/// configuration failed because the executable specified in a launch path failed to
/// run on the fleet instance.</p>
/// </li>
/// <li>
/// <p>FLEET_STATE_ACTIVATING -- Fleet status changed from <code>BUILDING</code>
/// to <code>ACTIVATING</code>. </p>
/// </li>
/// <li>
/// <p> FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete one of
/// the steps in the fleet activation process. This event code indicates that the
/// game build was successfully downloaded to a fleet instance, built, and
/// validated, but was not able to start a server process. Learn more at
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation"> Debug Fleet
/// Creation Issues</a>
/// </p>
/// </li>
/// <li>
/// <p>FLEET_STATE_ACTIVE -- The fleet's status changed from
/// <code>ACTIVATING</code> to <code>ACTIVE</code>. The fleet is now ready to
/// host game sessions.</p>
/// </li>
/// </ul>
/// <p>
/// <b>VPC peering events:</b>
/// </p>
/// <ul>
/// <li>
/// <p>FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been
/// established between the VPC for an GameLift fleet and a VPC in your AWS
/// account.</p>
/// </li>
/// <li>
/// <p>FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed.
/// Event details and status information (see <a>DescribeVpcPeeringConnections</a>) provide additional detail. A
/// common reason for peering failure is that the two VPCs have overlapping CIDR
/// blocks of IPv4 addresses. To resolve this, change the CIDR block for the VPC in
/// your AWS account. For more information on VPC peering failures, see <a href="https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html">https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html</a>
/// </p>
/// </li>
/// <li>
/// <p>FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully
/// deleted.</p>
/// </li>
/// </ul>
/// <p>
/// <b>Spot instance events:</b>
/// </p>
/// <ul>
/// <li>
/// <p> INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with a
/// two-minute notification.</p>
/// </li>
/// </ul>
/// <p>
/// <b>Other fleet events:</b>
/// </p>
/// <ul>
/// <li>
/// <p>FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings
/// (desired instances, minimum/maximum scaling limits). Event messaging includes
/// the new capacity settings.</p>
/// </li>
/// <li>
/// <p>FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made to
/// the fleet's game session protection policy setting. Event messaging includes
/// both the old and new policy setting. </p>
/// </li>
/// <li>
/// <p>FLEET_DELETED -- A request to delete a fleet was initiated.</p>
/// </li>
/// <li>
/// <p> GENERIC_EVENT -- An unspecified event has occurred.</p>
/// </li>
/// </ul>
pub fn set_event_code(
mut self,
input: std::option::Option<crate::model::EventCode>,
) -> Self {
self.event_code = input;
self
}
/// <p>Additional information related to the event.</p>
pub fn message(mut self, input: impl Into<std::string::String>) -> Self {
self.message = Some(input.into());
self
}
/// <p>Additional information related to the event.</p>
pub fn set_message(mut self, input: std::option::Option<std::string::String>) -> Self {
self.message = input;
self
}
/// <p>Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn event_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.event_time = Some(input);
self
}
/// <p>Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_event_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.event_time = input;
self
}
/// <p>Location of stored logs with additional detail that is related to the event. This
/// is useful for debugging issues. The URL is valid for 15 minutes. You can also access
/// fleet creation logs through the GameLift console.</p>
pub fn pre_signed_log_url(mut self, input: impl Into<std::string::String>) -> Self {
self.pre_signed_log_url = Some(input.into());
self
}
/// <p>Location of stored logs with additional detail that is related to the event. This
/// is useful for debugging issues. The URL is valid for 15 minutes. You can also access
/// fleet creation logs through the GameLift console.</p>
pub fn set_pre_signed_log_url(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.pre_signed_log_url = input;
self
}
/// Consumes the builder and constructs a [`Event`](crate::model::Event)
pub fn build(self) -> crate::model::Event {
crate::model::Event {
event_id: self.event_id,
resource_id: self.resource_id,
event_code: self.event_code,
message: self.message,
event_time: self.event_time,
pre_signed_log_url: self.pre_signed_log_url,
}
}
}
}
impl Event {
/// Creates a new builder-style object to manufacture [`Event`](crate::model::Event)
pub fn builder() -> crate::model::event::Builder {
crate::model::event::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum EventCode {
#[allow(missing_docs)] // documentation missing in model
FleetActivationFailed,
#[allow(missing_docs)] // documentation missing in model
FleetActivationFailedNoInstances,
#[allow(missing_docs)] // documentation missing in model
FleetBinaryDownloadFailed,
#[allow(missing_docs)] // documentation missing in model
FleetCreated,
#[allow(missing_docs)] // documentation missing in model
FleetCreationExtractingBuild,
#[allow(missing_docs)] // documentation missing in model
FleetCreationRunningInstaller,
#[allow(missing_docs)] // documentation missing in model
FleetCreationValidatingRuntimeConfig,
#[allow(missing_docs)] // documentation missing in model
FleetDeleted,
#[allow(missing_docs)] // documentation missing in model
FleetInitializationFailed,
#[allow(missing_docs)] // documentation missing in model
FleetNewGameSessionProtectionPolicyUpdated,
#[allow(missing_docs)] // documentation missing in model
FleetScalingEvent,
#[allow(missing_docs)] // documentation missing in model
FleetStateActivating,
#[allow(missing_docs)] // documentation missing in model
FleetStateActive,
#[allow(missing_docs)] // documentation missing in model
FleetStateBuilding,
#[allow(missing_docs)] // documentation missing in model
FleetStateDownloading,
#[allow(missing_docs)] // documentation missing in model
FleetStateError,
#[allow(missing_docs)] // documentation missing in model
FleetStateValidating,
#[allow(missing_docs)] // documentation missing in model
FleetValidationExecutableRuntimeFailure,
#[allow(missing_docs)] // documentation missing in model
FleetValidationLaunchPathNotFound,
#[allow(missing_docs)] // documentation missing in model
FleetValidationTimedOut,
#[allow(missing_docs)] // documentation missing in model
FleetVpcPeeringDeleted,
#[allow(missing_docs)] // documentation missing in model
FleetVpcPeeringFailed,
#[allow(missing_docs)] // documentation missing in model
FleetVpcPeeringSucceeded,
#[allow(missing_docs)] // documentation missing in model
GameSessionActivationTimeout,
#[allow(missing_docs)] // documentation missing in model
GenericEvent,
#[allow(missing_docs)] // documentation missing in model
InstanceInterrupted,
#[allow(missing_docs)] // documentation missing in model
ServerProcessCrashed,
#[allow(missing_docs)] // documentation missing in model
ServerProcessForceTerminated,
#[allow(missing_docs)] // documentation missing in model
ServerProcessInvalidPath,
#[allow(missing_docs)] // documentation missing in model
ServerProcessProcessExitTimeout,
#[allow(missing_docs)] // documentation missing in model
ServerProcessProcessReadyTimeout,
#[allow(missing_docs)] // documentation missing in model
ServerProcessSdkInitializationTimeout,
#[allow(missing_docs)] // documentation missing in model
ServerProcessTerminatedUnhealthy,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for EventCode {
fn from(s: &str) -> Self {
match s {
"FLEET_ACTIVATION_FAILED" => EventCode::FleetActivationFailed,
"FLEET_ACTIVATION_FAILED_NO_INSTANCES" => EventCode::FleetActivationFailedNoInstances,
"FLEET_BINARY_DOWNLOAD_FAILED" => EventCode::FleetBinaryDownloadFailed,
"FLEET_CREATED" => EventCode::FleetCreated,
"FLEET_CREATION_EXTRACTING_BUILD" => EventCode::FleetCreationExtractingBuild,
"FLEET_CREATION_RUNNING_INSTALLER" => EventCode::FleetCreationRunningInstaller,
"FLEET_CREATION_VALIDATING_RUNTIME_CONFIG" => {
EventCode::FleetCreationValidatingRuntimeConfig
}
"FLEET_DELETED" => EventCode::FleetDeleted,
"FLEET_INITIALIZATION_FAILED" => EventCode::FleetInitializationFailed,
"FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED" => {
EventCode::FleetNewGameSessionProtectionPolicyUpdated
}
"FLEET_SCALING_EVENT" => EventCode::FleetScalingEvent,
"FLEET_STATE_ACTIVATING" => EventCode::FleetStateActivating,
"FLEET_STATE_ACTIVE" => EventCode::FleetStateActive,
"FLEET_STATE_BUILDING" => EventCode::FleetStateBuilding,
"FLEET_STATE_DOWNLOADING" => EventCode::FleetStateDownloading,
"FLEET_STATE_ERROR" => EventCode::FleetStateError,
"FLEET_STATE_VALIDATING" => EventCode::FleetStateValidating,
"FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE" => {
EventCode::FleetValidationExecutableRuntimeFailure
}
"FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND" => {
EventCode::FleetValidationLaunchPathNotFound
}
"FLEET_VALIDATION_TIMED_OUT" => EventCode::FleetValidationTimedOut,
"FLEET_VPC_PEERING_DELETED" => EventCode::FleetVpcPeeringDeleted,
"FLEET_VPC_PEERING_FAILED" => EventCode::FleetVpcPeeringFailed,
"FLEET_VPC_PEERING_SUCCEEDED" => EventCode::FleetVpcPeeringSucceeded,
"GAME_SESSION_ACTIVATION_TIMEOUT" => EventCode::GameSessionActivationTimeout,
"GENERIC_EVENT" => EventCode::GenericEvent,
"INSTANCE_INTERRUPTED" => EventCode::InstanceInterrupted,
"SERVER_PROCESS_CRASHED" => EventCode::ServerProcessCrashed,
"SERVER_PROCESS_FORCE_TERMINATED" => EventCode::ServerProcessForceTerminated,
"SERVER_PROCESS_INVALID_PATH" => EventCode::ServerProcessInvalidPath,
"SERVER_PROCESS_PROCESS_EXIT_TIMEOUT" => EventCode::ServerProcessProcessExitTimeout,
"SERVER_PROCESS_PROCESS_READY_TIMEOUT" => EventCode::ServerProcessProcessReadyTimeout,
"SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT" => {
EventCode::ServerProcessSdkInitializationTimeout
}
"SERVER_PROCESS_TERMINATED_UNHEALTHY" => EventCode::ServerProcessTerminatedUnhealthy,
other => EventCode::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for EventCode {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(EventCode::from(s))
}
}
impl EventCode {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
EventCode::FleetActivationFailed => "FLEET_ACTIVATION_FAILED",
EventCode::FleetActivationFailedNoInstances => "FLEET_ACTIVATION_FAILED_NO_INSTANCES",
EventCode::FleetBinaryDownloadFailed => "FLEET_BINARY_DOWNLOAD_FAILED",
EventCode::FleetCreated => "FLEET_CREATED",
EventCode::FleetCreationExtractingBuild => "FLEET_CREATION_EXTRACTING_BUILD",
EventCode::FleetCreationRunningInstaller => "FLEET_CREATION_RUNNING_INSTALLER",
EventCode::FleetCreationValidatingRuntimeConfig => {
"FLEET_CREATION_VALIDATING_RUNTIME_CONFIG"
}
EventCode::FleetDeleted => "FLEET_DELETED",
EventCode::FleetInitializationFailed => "FLEET_INITIALIZATION_FAILED",
EventCode::FleetNewGameSessionProtectionPolicyUpdated => {
"FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED"
}
EventCode::FleetScalingEvent => "FLEET_SCALING_EVENT",
EventCode::FleetStateActivating => "FLEET_STATE_ACTIVATING",
EventCode::FleetStateActive => "FLEET_STATE_ACTIVE",
EventCode::FleetStateBuilding => "FLEET_STATE_BUILDING",
EventCode::FleetStateDownloading => "FLEET_STATE_DOWNLOADING",
EventCode::FleetStateError => "FLEET_STATE_ERROR",
EventCode::FleetStateValidating => "FLEET_STATE_VALIDATING",
EventCode::FleetValidationExecutableRuntimeFailure => {
"FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE"
}
EventCode::FleetValidationLaunchPathNotFound => {
"FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND"
}
EventCode::FleetValidationTimedOut => "FLEET_VALIDATION_TIMED_OUT",
EventCode::FleetVpcPeeringDeleted => "FLEET_VPC_PEERING_DELETED",
EventCode::FleetVpcPeeringFailed => "FLEET_VPC_PEERING_FAILED",
EventCode::FleetVpcPeeringSucceeded => "FLEET_VPC_PEERING_SUCCEEDED",
EventCode::GameSessionActivationTimeout => "GAME_SESSION_ACTIVATION_TIMEOUT",
EventCode::GenericEvent => "GENERIC_EVENT",
EventCode::InstanceInterrupted => "INSTANCE_INTERRUPTED",
EventCode::ServerProcessCrashed => "SERVER_PROCESS_CRASHED",
EventCode::ServerProcessForceTerminated => "SERVER_PROCESS_FORCE_TERMINATED",
EventCode::ServerProcessInvalidPath => "SERVER_PROCESS_INVALID_PATH",
EventCode::ServerProcessProcessExitTimeout => "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT",
EventCode::ServerProcessProcessReadyTimeout => "SERVER_PROCESS_PROCESS_READY_TIMEOUT",
EventCode::ServerProcessSdkInitializationTimeout => {
"SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT"
}
EventCode::ServerProcessTerminatedUnhealthy => "SERVER_PROCESS_TERMINATED_UNHEALTHY",
EventCode::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&[
"FLEET_ACTIVATION_FAILED",
"FLEET_ACTIVATION_FAILED_NO_INSTANCES",
"FLEET_BINARY_DOWNLOAD_FAILED",
"FLEET_CREATED",
"FLEET_CREATION_EXTRACTING_BUILD",
"FLEET_CREATION_RUNNING_INSTALLER",
"FLEET_CREATION_VALIDATING_RUNTIME_CONFIG",
"FLEET_DELETED",
"FLEET_INITIALIZATION_FAILED",
"FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED",
"FLEET_SCALING_EVENT",
"FLEET_STATE_ACTIVATING",
"FLEET_STATE_ACTIVE",
"FLEET_STATE_BUILDING",
"FLEET_STATE_DOWNLOADING",
"FLEET_STATE_ERROR",
"FLEET_STATE_VALIDATING",
"FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE",
"FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND",
"FLEET_VALIDATION_TIMED_OUT",
"FLEET_VPC_PEERING_DELETED",
"FLEET_VPC_PEERING_FAILED",
"FLEET_VPC_PEERING_SUCCEEDED",
"GAME_SESSION_ACTIVATION_TIMEOUT",
"GENERIC_EVENT",
"INSTANCE_INTERRUPTED",
"SERVER_PROCESS_CRASHED",
"SERVER_PROCESS_FORCE_TERMINATED",
"SERVER_PROCESS_INVALID_PATH",
"SERVER_PROCESS_PROCESS_EXIT_TIMEOUT",
"SERVER_PROCESS_PROCESS_READY_TIMEOUT",
"SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT",
"SERVER_PROCESS_TERMINATED_UNHEALTHY",
]
}
}
impl AsRef<str> for EventCode {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>Describes a GameLift fleet of game hosting resources.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>CreateFleet</a> | <a>DescribeFleetAttributes</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct FleetAttributes {
/// <p>A unique identifier for the fleet.</p>
pub fleet_id: std::option::Option<std::string::String>,
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. In a GameLift fleet ARN, the resource ID matches the <code>FleetId</code>
/// value.</p>
pub fleet_arn: std::option::Option<std::string::String>,
/// <p>The kind of instances, On-Demand or Spot, that this fleet uses.</p>
pub fleet_type: std::option::Option<crate::model::FleetType>,
/// <p>The EC2 instance type that determines the computing resources of each instance in
/// the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See
/// <a href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
/// for detailed descriptions.</p>
pub instance_type: std::option::Option<crate::model::Ec2InstanceType>,
/// <p>A human-readable description of the fleet.</p>
pub description: std::option::Option<std::string::String>,
/// <p>A descriptive label that is associated with a fleet. Fleet names do not need to be unique.</p>
pub name: std::option::Option<std::string::String>,
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub creation_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub termination_time: std::option::Option<aws_smithy_types::DateTime>,
/// <p>Current status of the fleet. Possible fleet statuses include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <b>NEW</b> -- A new fleet has been defined and desired
/// instances is set to 1. </p>
/// </li>
/// <li>
/// <p>
/// <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> --
/// GameLift is setting up the new fleet, creating new instances with the game build
/// or Realtime script and starting server processes.</p>
/// </li>
/// <li>
/// <p>
/// <b>ACTIVE</b> -- Hosts can now accept game
/// sessions.</p>
/// </li>
/// <li>
/// <p>
/// <b>ERROR</b> -- An error occurred when downloading,
/// validating, building, or activating the fleet.</p>
/// </li>
/// <li>
/// <p>
/// <b>DELETING</b> -- Hosts are responding to a delete
/// fleet request.</p>
/// </li>
/// <li>
/// <p>
/// <b>TERMINATED</b> -- The fleet no longer
/// exists.</p>
/// </li>
/// </ul>
pub status: std::option::Option<crate::model::FleetStatus>,
/// <p>A unique identifier for the build resource that is deployed on instances in this fleet.</p>
pub build_id: std::option::Option<std::string::String>,
/// <p> The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift build resource that is deployed on instances in
/// this fleet. In a GameLift build ARN, the resource ID matches the <code>BuildId</code>
/// value.</p>
pub build_arn: std::option::Option<std::string::String>,
/// <p>A unique identifier for the Realtime script resource that is deployed on instances in this fleet.</p>
pub script_id: std::option::Option<std::string::String>,
/// <p> The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift script resource that is deployed on instances
/// in this fleet. In a GameLift script ARN, the resource ID matches the
/// <code>ScriptId</code> value.</p>
pub script_arn: std::option::Option<std::string::String>,
/// <p>
/// <b>This parameter is no longer used.</b> Server launch paths
/// are now defined using the fleet's <a>RuntimeConfiguration</a> parameter.
/// Requests that use this parameter instead continue to be valid.</p>
pub server_launch_path: std::option::Option<std::string::String>,
/// <p>
/// <b>This parameter is no longer used.</b> Server launch
/// parameters are now defined using the fleet's <a>RuntimeConfiguration</a>
/// parameter. Requests that use this parameter instead continue to be valid.</p>
pub server_launch_parameters: std::option::Option<std::string::String>,
/// <p>
/// <b>This parameter is no longer used.</b> Game session log
/// paths are now defined using the GameLift server API <code>ProcessReady()</code>
/// <code>logParameters</code>. See more information in the <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server API Reference</a>. </p>
pub log_paths: std::option::Option<std::vec::Vec<std::string::String>>,
/// <p>The type of game session protection to set on all new instances that are started in
/// the fleet.</p>
/// <ul>
/// <li>
/// <p>
/// <b>NoProtection</b> -- The game session can be
/// terminated during a scale-down event.</p>
/// </li>
/// <li>
/// <p>
/// <b>FullProtection</b> -- If the game session is in an
/// <code>ACTIVE</code> status, it cannot be terminated during a scale-down
/// event.</p>
/// </li>
/// </ul>
pub new_game_session_protection_policy: std::option::Option<crate::model::ProtectionPolicy>,
/// <p>The operating system of the fleet's computing resources. A fleet's operating system is
/// determined by the OS of the build or script that is deployed on this fleet.</p>
pub operating_system: std::option::Option<crate::model::OperatingSystem>,
/// <p>The fleet policy that limits the number of game sessions an individual player can
/// create over a span of time.</p>
pub resource_creation_limit_policy:
std::option::Option<crate::model::ResourceCreationLimitPolicy>,
/// <p>Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch,
/// you can view aggregated metrics for fleets that are in a metric group. A fleet can be
/// included in only one metric group at a time.</p>
pub metric_groups: std::option::Option<std::vec::Vec<std::string::String>>,
/// <p>A list of fleet activity that has been suspended using <a>StopFleetActions</a>. This includes fleet auto-scaling.</p>
pub stopped_actions: std::option::Option<std::vec::Vec<crate::model::FleetAction>>,
/// <p>A unique identifier for an AWS IAM role that manages access to your AWS services.
/// With an instance role ARN set, any application that runs on an instance in this fleet can assume the role,
/// including install scripts, server processes, and daemons (background processes). Create a role or look up a role's
/// ARN by using the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> in the AWS Management Console.
/// Learn more about using on-box credentials for your game servers at
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html">
/// Access external resources from a game server</a>.</p>
pub instance_role_arn: std::option::Option<std::string::String>,
/// <p>Indicates whether a TLS/SSL certificate was generated for the fleet. </p>
pub certificate_configuration: std::option::Option<crate::model::CertificateConfiguration>,
}
impl FleetAttributes {
/// <p>A unique identifier for the fleet.</p>
pub fn fleet_id(&self) -> std::option::Option<&str> {
self.fleet_id.as_deref()
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. In a GameLift fleet ARN, the resource ID matches the <code>FleetId</code>
/// value.</p>
pub fn fleet_arn(&self) -> std::option::Option<&str> {
self.fleet_arn.as_deref()
}
/// <p>The kind of instances, On-Demand or Spot, that this fleet uses.</p>
pub fn fleet_type(&self) -> std::option::Option<&crate::model::FleetType> {
self.fleet_type.as_ref()
}
/// <p>The EC2 instance type that determines the computing resources of each instance in
/// the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See
/// <a href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
/// for detailed descriptions.</p>
pub fn instance_type(&self) -> std::option::Option<&crate::model::Ec2InstanceType> {
self.instance_type.as_ref()
}
/// <p>A human-readable description of the fleet.</p>
pub fn description(&self) -> std::option::Option<&str> {
self.description.as_deref()
}
/// <p>A descriptive label that is associated with a fleet. Fleet names do not need to be unique.</p>
pub fn name(&self) -> std::option::Option<&str> {
self.name.as_deref()
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.creation_time.as_ref()
}
/// <p>A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn termination_time(&self) -> std::option::Option<&aws_smithy_types::DateTime> {
self.termination_time.as_ref()
}
/// <p>Current status of the fleet. Possible fleet statuses include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <b>NEW</b> -- A new fleet has been defined and desired
/// instances is set to 1. </p>
/// </li>
/// <li>
/// <p>
/// <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> --
/// GameLift is setting up the new fleet, creating new instances with the game build
/// or Realtime script and starting server processes.</p>
/// </li>
/// <li>
/// <p>
/// <b>ACTIVE</b> -- Hosts can now accept game
/// sessions.</p>
/// </li>
/// <li>
/// <p>
/// <b>ERROR</b> -- An error occurred when downloading,
/// validating, building, or activating the fleet.</p>
/// </li>
/// <li>
/// <p>
/// <b>DELETING</b> -- Hosts are responding to a delete
/// fleet request.</p>
/// </li>
/// <li>
/// <p>
/// <b>TERMINATED</b> -- The fleet no longer
/// exists.</p>
/// </li>
/// </ul>
pub fn status(&self) -> std::option::Option<&crate::model::FleetStatus> {
self.status.as_ref()
}
/// <p>A unique identifier for the build resource that is deployed on instances in this fleet.</p>
pub fn build_id(&self) -> std::option::Option<&str> {
self.build_id.as_deref()
}
/// <p> The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift build resource that is deployed on instances in
/// this fleet. In a GameLift build ARN, the resource ID matches the <code>BuildId</code>
/// value.</p>
pub fn build_arn(&self) -> std::option::Option<&str> {
self.build_arn.as_deref()
}
/// <p>A unique identifier for the Realtime script resource that is deployed on instances in this fleet.</p>
pub fn script_id(&self) -> std::option::Option<&str> {
self.script_id.as_deref()
}
/// <p> The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift script resource that is deployed on instances
/// in this fleet. In a GameLift script ARN, the resource ID matches the
/// <code>ScriptId</code> value.</p>
pub fn script_arn(&self) -> std::option::Option<&str> {
self.script_arn.as_deref()
}
/// <p>
/// <b>This parameter is no longer used.</b> Server launch paths
/// are now defined using the fleet's <a>RuntimeConfiguration</a> parameter.
/// Requests that use this parameter instead continue to be valid.</p>
pub fn server_launch_path(&self) -> std::option::Option<&str> {
self.server_launch_path.as_deref()
}
/// <p>
/// <b>This parameter is no longer used.</b> Server launch
/// parameters are now defined using the fleet's <a>RuntimeConfiguration</a>
/// parameter. Requests that use this parameter instead continue to be valid.</p>
pub fn server_launch_parameters(&self) -> std::option::Option<&str> {
self.server_launch_parameters.as_deref()
}
/// <p>
/// <b>This parameter is no longer used.</b> Game session log
/// paths are now defined using the GameLift server API <code>ProcessReady()</code>
/// <code>logParameters</code>. See more information in the <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server API Reference</a>. </p>
pub fn log_paths(&self) -> std::option::Option<&[std::string::String]> {
self.log_paths.as_deref()
}
/// <p>The type of game session protection to set on all new instances that are started in
/// the fleet.</p>
/// <ul>
/// <li>
/// <p>
/// <b>NoProtection</b> -- The game session can be
/// terminated during a scale-down event.</p>
/// </li>
/// <li>
/// <p>
/// <b>FullProtection</b> -- If the game session is in an
/// <code>ACTIVE</code> status, it cannot be terminated during a scale-down
/// event.</p>
/// </li>
/// </ul>
pub fn new_game_session_protection_policy(
&self,
) -> std::option::Option<&crate::model::ProtectionPolicy> {
self.new_game_session_protection_policy.as_ref()
}
/// <p>The operating system of the fleet's computing resources. A fleet's operating system is
/// determined by the OS of the build or script that is deployed on this fleet.</p>
pub fn operating_system(&self) -> std::option::Option<&crate::model::OperatingSystem> {
self.operating_system.as_ref()
}
/// <p>The fleet policy that limits the number of game sessions an individual player can
/// create over a span of time.</p>
pub fn resource_creation_limit_policy(
&self,
) -> std::option::Option<&crate::model::ResourceCreationLimitPolicy> {
self.resource_creation_limit_policy.as_ref()
}
/// <p>Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch,
/// you can view aggregated metrics for fleets that are in a metric group. A fleet can be
/// included in only one metric group at a time.</p>
pub fn metric_groups(&self) -> std::option::Option<&[std::string::String]> {
self.metric_groups.as_deref()
}
/// <p>A list of fleet activity that has been suspended using <a>StopFleetActions</a>. This includes fleet auto-scaling.</p>
pub fn stopped_actions(&self) -> std::option::Option<&[crate::model::FleetAction]> {
self.stopped_actions.as_deref()
}
/// <p>A unique identifier for an AWS IAM role that manages access to your AWS services.
/// With an instance role ARN set, any application that runs on an instance in this fleet can assume the role,
/// including install scripts, server processes, and daemons (background processes). Create a role or look up a role's
/// ARN by using the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> in the AWS Management Console.
/// Learn more about using on-box credentials for your game servers at
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html">
/// Access external resources from a game server</a>.</p>
pub fn instance_role_arn(&self) -> std::option::Option<&str> {
self.instance_role_arn.as_deref()
}
/// <p>Indicates whether a TLS/SSL certificate was generated for the fleet. </p>
pub fn certificate_configuration(
&self,
) -> std::option::Option<&crate::model::CertificateConfiguration> {
self.certificate_configuration.as_ref()
}
}
impl std::fmt::Debug for FleetAttributes {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("FleetAttributes");
formatter.field("fleet_id", &self.fleet_id);
formatter.field("fleet_arn", &self.fleet_arn);
formatter.field("fleet_type", &self.fleet_type);
formatter.field("instance_type", &self.instance_type);
formatter.field("description", &self.description);
formatter.field("name", &self.name);
formatter.field("creation_time", &self.creation_time);
formatter.field("termination_time", &self.termination_time);
formatter.field("status", &self.status);
formatter.field("build_id", &self.build_id);
formatter.field("build_arn", &self.build_arn);
formatter.field("script_id", &self.script_id);
formatter.field("script_arn", &self.script_arn);
formatter.field("server_launch_path", &self.server_launch_path);
formatter.field("server_launch_parameters", &self.server_launch_parameters);
formatter.field("log_paths", &self.log_paths);
formatter.field(
"new_game_session_protection_policy",
&self.new_game_session_protection_policy,
);
formatter.field("operating_system", &self.operating_system);
formatter.field(
"resource_creation_limit_policy",
&self.resource_creation_limit_policy,
);
formatter.field("metric_groups", &self.metric_groups);
formatter.field("stopped_actions", &self.stopped_actions);
formatter.field("instance_role_arn", &self.instance_role_arn);
formatter.field("certificate_configuration", &self.certificate_configuration);
formatter.finish()
}
}
/// See [`FleetAttributes`](crate::model::FleetAttributes)
pub mod fleet_attributes {
/// A builder for [`FleetAttributes`](crate::model::FleetAttributes)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) fleet_id: std::option::Option<std::string::String>,
pub(crate) fleet_arn: std::option::Option<std::string::String>,
pub(crate) fleet_type: std::option::Option<crate::model::FleetType>,
pub(crate) instance_type: std::option::Option<crate::model::Ec2InstanceType>,
pub(crate) description: std::option::Option<std::string::String>,
pub(crate) name: std::option::Option<std::string::String>,
pub(crate) creation_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) termination_time: std::option::Option<aws_smithy_types::DateTime>,
pub(crate) status: std::option::Option<crate::model::FleetStatus>,
pub(crate) build_id: std::option::Option<std::string::String>,
pub(crate) build_arn: std::option::Option<std::string::String>,
pub(crate) script_id: std::option::Option<std::string::String>,
pub(crate) script_arn: std::option::Option<std::string::String>,
pub(crate) server_launch_path: std::option::Option<std::string::String>,
pub(crate) server_launch_parameters: std::option::Option<std::string::String>,
pub(crate) log_paths: std::option::Option<std::vec::Vec<std::string::String>>,
pub(crate) new_game_session_protection_policy:
std::option::Option<crate::model::ProtectionPolicy>,
pub(crate) operating_system: std::option::Option<crate::model::OperatingSystem>,
pub(crate) resource_creation_limit_policy:
std::option::Option<crate::model::ResourceCreationLimitPolicy>,
pub(crate) metric_groups: std::option::Option<std::vec::Vec<std::string::String>>,
pub(crate) stopped_actions: std::option::Option<std::vec::Vec<crate::model::FleetAction>>,
pub(crate) instance_role_arn: std::option::Option<std::string::String>,
pub(crate) certificate_configuration:
std::option::Option<crate::model::CertificateConfiguration>,
}
impl Builder {
/// <p>A unique identifier for the fleet.</p>
pub fn fleet_id(mut self, input: impl Into<std::string::String>) -> Self {
self.fleet_id = Some(input.into());
self
}
/// <p>A unique identifier for the fleet.</p>
pub fn set_fleet_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.fleet_id = input;
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. In a GameLift fleet ARN, the resource ID matches the <code>FleetId</code>
/// value.</p>
pub fn fleet_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.fleet_arn = Some(input.into());
self
}
/// <p>The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is <code>arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. In a GameLift fleet ARN, the resource ID matches the <code>FleetId</code>
/// value.</p>
pub fn set_fleet_arn(mut self, input: std::option::Option<std::string::String>) -> Self {
self.fleet_arn = input;
self
}
/// <p>The kind of instances, On-Demand or Spot, that this fleet uses.</p>
pub fn fleet_type(mut self, input: crate::model::FleetType) -> Self {
self.fleet_type = Some(input);
self
}
/// <p>The kind of instances, On-Demand or Spot, that this fleet uses.</p>
pub fn set_fleet_type(
mut self,
input: std::option::Option<crate::model::FleetType>,
) -> Self {
self.fleet_type = input;
self
}
/// <p>The EC2 instance type that determines the computing resources of each instance in
/// the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See
/// <a href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
/// for detailed descriptions.</p>
pub fn instance_type(mut self, input: crate::model::Ec2InstanceType) -> Self {
self.instance_type = Some(input);
self
}
/// <p>The EC2 instance type that determines the computing resources of each instance in
/// the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See
/// <a href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a>
/// for detailed descriptions.</p>
pub fn set_instance_type(
mut self,
input: std::option::Option<crate::model::Ec2InstanceType>,
) -> Self {
self.instance_type = input;
self
}
/// <p>A human-readable description of the fleet.</p>
pub fn description(mut self, input: impl Into<std::string::String>) -> Self {
self.description = Some(input.into());
self
}
/// <p>A human-readable description of the fleet.</p>
pub fn set_description(mut self, input: std::option::Option<std::string::String>) -> Self {
self.description = input;
self
}
/// <p>A descriptive label that is associated with a fleet. Fleet names do not need to be unique.</p>
pub fn name(mut self, input: impl Into<std::string::String>) -> Self {
self.name = Some(input.into());
self
}
/// <p>A descriptive label that is associated with a fleet. Fleet names do not need to be unique.</p>
pub fn set_name(mut self, input: std::option::Option<std::string::String>) -> Self {
self.name = input;
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn creation_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.creation_time = Some(input);
self
}
/// <p>A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_creation_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.creation_time = input;
self
}
/// <p>A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn termination_time(mut self, input: aws_smithy_types::DateTime) -> Self {
self.termination_time = Some(input);
self
}
/// <p>A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example <code>"1469498468.057"</code>).</p>
pub fn set_termination_time(
mut self,
input: std::option::Option<aws_smithy_types::DateTime>,
) -> Self {
self.termination_time = input;
self
}
/// <p>Current status of the fleet. Possible fleet statuses include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <b>NEW</b> -- A new fleet has been defined and desired
/// instances is set to 1. </p>
/// </li>
/// <li>
/// <p>
/// <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> --
/// GameLift is setting up the new fleet, creating new instances with the game build
/// or Realtime script and starting server processes.</p>
/// </li>
/// <li>
/// <p>
/// <b>ACTIVE</b> -- Hosts can now accept game
/// sessions.</p>
/// </li>
/// <li>
/// <p>
/// <b>ERROR</b> -- An error occurred when downloading,
/// validating, building, or activating the fleet.</p>
/// </li>
/// <li>
/// <p>
/// <b>DELETING</b> -- Hosts are responding to a delete
/// fleet request.</p>
/// </li>
/// <li>
/// <p>
/// <b>TERMINATED</b> -- The fleet no longer
/// exists.</p>
/// </li>
/// </ul>
pub fn status(mut self, input: crate::model::FleetStatus) -> Self {
self.status = Some(input);
self
}
/// <p>Current status of the fleet. Possible fleet statuses include the following:</p>
/// <ul>
/// <li>
/// <p>
/// <b>NEW</b> -- A new fleet has been defined and desired
/// instances is set to 1. </p>
/// </li>
/// <li>
/// <p>
/// <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> --
/// GameLift is setting up the new fleet, creating new instances with the game build
/// or Realtime script and starting server processes.</p>
/// </li>
/// <li>
/// <p>
/// <b>ACTIVE</b> -- Hosts can now accept game
/// sessions.</p>
/// </li>
/// <li>
/// <p>
/// <b>ERROR</b> -- An error occurred when downloading,
/// validating, building, or activating the fleet.</p>
/// </li>
/// <li>
/// <p>
/// <b>DELETING</b> -- Hosts are responding to a delete
/// fleet request.</p>
/// </li>
/// <li>
/// <p>
/// <b>TERMINATED</b> -- The fleet no longer
/// exists.</p>
/// </li>
/// </ul>
pub fn set_status(mut self, input: std::option::Option<crate::model::FleetStatus>) -> Self {
self.status = input;
self
}
/// <p>A unique identifier for the build resource that is deployed on instances in this fleet.</p>
pub fn build_id(mut self, input: impl Into<std::string::String>) -> Self {
self.build_id = Some(input.into());
self
}
/// <p>A unique identifier for the build resource that is deployed on instances in this fleet.</p>
pub fn set_build_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.build_id = input;
self
}
/// <p> The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift build resource that is deployed on instances in
/// this fleet. In a GameLift build ARN, the resource ID matches the <code>BuildId</code>
/// value.</p>
pub fn build_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.build_arn = Some(input.into());
self
}
/// <p> The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift build resource that is deployed on instances in
/// this fleet. In a GameLift build ARN, the resource ID matches the <code>BuildId</code>
/// value.</p>
pub fn set_build_arn(mut self, input: std::option::Option<std::string::String>) -> Self {
self.build_arn = input;
self
}
/// <p>A unique identifier for the Realtime script resource that is deployed on instances in this fleet.</p>
pub fn script_id(mut self, input: impl Into<std::string::String>) -> Self {
self.script_id = Some(input.into());
self
}
/// <p>A unique identifier for the Realtime script resource that is deployed on instances in this fleet.</p>
pub fn set_script_id(mut self, input: std::option::Option<std::string::String>) -> Self {
self.script_id = input;
self
}
/// <p> The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift script resource that is deployed on instances
/// in this fleet. In a GameLift script ARN, the resource ID matches the
/// <code>ScriptId</code> value.</p>
pub fn script_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.script_arn = Some(input.into());
self
}
/// <p> The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) associated with the GameLift script resource that is deployed on instances
/// in this fleet. In a GameLift script ARN, the resource ID matches the
/// <code>ScriptId</code> value.</p>
pub fn set_script_arn(mut self, input: std::option::Option<std::string::String>) -> Self {
self.script_arn = input;
self
}
/// <p>
/// <b>This parameter is no longer used.</b> Server launch paths
/// are now defined using the fleet's <a>RuntimeConfiguration</a> parameter.
/// Requests that use this parameter instead continue to be valid.</p>
pub fn server_launch_path(mut self, input: impl Into<std::string::String>) -> Self {
self.server_launch_path = Some(input.into());
self
}
/// <p>
/// <b>This parameter is no longer used.</b> Server launch paths
/// are now defined using the fleet's <a>RuntimeConfiguration</a> parameter.
/// Requests that use this parameter instead continue to be valid.</p>
pub fn set_server_launch_path(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.server_launch_path = input;
self
}
/// <p>
/// <b>This parameter is no longer used.</b> Server launch
/// parameters are now defined using the fleet's <a>RuntimeConfiguration</a>
/// parameter. Requests that use this parameter instead continue to be valid.</p>
pub fn server_launch_parameters(mut self, input: impl Into<std::string::String>) -> Self {
self.server_launch_parameters = Some(input.into());
self
}
/// <p>
/// <b>This parameter is no longer used.</b> Server launch
/// parameters are now defined using the fleet's <a>RuntimeConfiguration</a>
/// parameter. Requests that use this parameter instead continue to be valid.</p>
pub fn set_server_launch_parameters(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.server_launch_parameters = input;
self
}
/// Appends an item to `log_paths`.
///
/// To override the contents of this collection use [`set_log_paths`](Self::set_log_paths).
///
/// <p>
/// <b>This parameter is no longer used.</b> Game session log
/// paths are now defined using the GameLift server API <code>ProcessReady()</code>
/// <code>logParameters</code>. See more information in the <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server API Reference</a>. </p>
pub fn log_paths(mut self, input: impl Into<std::string::String>) -> Self {
let mut v = self.log_paths.unwrap_or_default();
v.push(input.into());
self.log_paths = Some(v);
self
}
/// <p>
/// <b>This parameter is no longer used.</b> Game session log
/// paths are now defined using the GameLift server API <code>ProcessReady()</code>
/// <code>logParameters</code>. See more information in the <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process">Server API Reference</a>. </p>
pub fn set_log_paths(
mut self,
input: std::option::Option<std::vec::Vec<std::string::String>>,
) -> Self {
self.log_paths = input;
self
}
/// <p>The type of game session protection to set on all new instances that are started in
/// the fleet.</p>
/// <ul>
/// <li>
/// <p>
/// <b>NoProtection</b> -- The game session can be
/// terminated during a scale-down event.</p>
/// </li>
/// <li>
/// <p>
/// <b>FullProtection</b> -- If the game session is in an
/// <code>ACTIVE</code> status, it cannot be terminated during a scale-down
/// event.</p>
/// </li>
/// </ul>
pub fn new_game_session_protection_policy(
mut self,
input: crate::model::ProtectionPolicy,
) -> Self {
self.new_game_session_protection_policy = Some(input);
self
}
/// <p>The type of game session protection to set on all new instances that are started in
/// the fleet.</p>
/// <ul>
/// <li>
/// <p>
/// <b>NoProtection</b> -- The game session can be
/// terminated during a scale-down event.</p>
/// </li>
/// <li>
/// <p>
/// <b>FullProtection</b> -- If the game session is in an
/// <code>ACTIVE</code> status, it cannot be terminated during a scale-down
/// event.</p>
/// </li>
/// </ul>
pub fn set_new_game_session_protection_policy(
mut self,
input: std::option::Option<crate::model::ProtectionPolicy>,
) -> Self {
self.new_game_session_protection_policy = input;
self
}
/// <p>The operating system of the fleet's computing resources. A fleet's operating system is
/// determined by the OS of the build or script that is deployed on this fleet.</p>
pub fn operating_system(mut self, input: crate::model::OperatingSystem) -> Self {
self.operating_system = Some(input);
self
}
/// <p>The operating system of the fleet's computing resources. A fleet's operating system is
/// determined by the OS of the build or script that is deployed on this fleet.</p>
pub fn set_operating_system(
mut self,
input: std::option::Option<crate::model::OperatingSystem>,
) -> Self {
self.operating_system = input;
self
}
/// <p>The fleet policy that limits the number of game sessions an individual player can
/// create over a span of time.</p>
pub fn resource_creation_limit_policy(
mut self,
input: crate::model::ResourceCreationLimitPolicy,
) -> Self {
self.resource_creation_limit_policy = Some(input);
self
}
/// <p>The fleet policy that limits the number of game sessions an individual player can
/// create over a span of time.</p>
pub fn set_resource_creation_limit_policy(
mut self,
input: std::option::Option<crate::model::ResourceCreationLimitPolicy>,
) -> Self {
self.resource_creation_limit_policy = input;
self
}
/// Appends an item to `metric_groups`.
///
/// To override the contents of this collection use [`set_metric_groups`](Self::set_metric_groups).
///
/// <p>Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch,
/// you can view aggregated metrics for fleets that are in a metric group. A fleet can be
/// included in only one metric group at a time.</p>
pub fn metric_groups(mut self, input: impl Into<std::string::String>) -> Self {
let mut v = self.metric_groups.unwrap_or_default();
v.push(input.into());
self.metric_groups = Some(v);
self
}
/// <p>Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch,
/// you can view aggregated metrics for fleets that are in a metric group. A fleet can be
/// included in only one metric group at a time.</p>
pub fn set_metric_groups(
mut self,
input: std::option::Option<std::vec::Vec<std::string::String>>,
) -> Self {
self.metric_groups = input;
self
}
/// Appends an item to `stopped_actions`.
///
/// To override the contents of this collection use [`set_stopped_actions`](Self::set_stopped_actions).
///
/// <p>A list of fleet activity that has been suspended using <a>StopFleetActions</a>. This includes fleet auto-scaling.</p>
pub fn stopped_actions(mut self, input: impl Into<crate::model::FleetAction>) -> Self {
let mut v = self.stopped_actions.unwrap_or_default();
v.push(input.into());
self.stopped_actions = Some(v);
self
}
/// <p>A list of fleet activity that has been suspended using <a>StopFleetActions</a>. This includes fleet auto-scaling.</p>
pub fn set_stopped_actions(
mut self,
input: std::option::Option<std::vec::Vec<crate::model::FleetAction>>,
) -> Self {
self.stopped_actions = input;
self
}
/// <p>A unique identifier for an AWS IAM role that manages access to your AWS services.
/// With an instance role ARN set, any application that runs on an instance in this fleet can assume the role,
/// including install scripts, server processes, and daemons (background processes). Create a role or look up a role's
/// ARN by using the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> in the AWS Management Console.
/// Learn more about using on-box credentials for your game servers at
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html">
/// Access external resources from a game server</a>.</p>
pub fn instance_role_arn(mut self, input: impl Into<std::string::String>) -> Self {
self.instance_role_arn = Some(input.into());
self
}
/// <p>A unique identifier for an AWS IAM role that manages access to your AWS services.
/// With an instance role ARN set, any application that runs on an instance in this fleet can assume the role,
/// including install scripts, server processes, and daemons (background processes). Create a role or look up a role's
/// ARN by using the <a href="https://console.aws.amazon.com/iam/">IAM dashboard</a> in the AWS Management Console.
/// Learn more about using on-box credentials for your game servers at
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html">
/// Access external resources from a game server</a>.</p>
pub fn set_instance_role_arn(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.instance_role_arn = input;
self
}
/// <p>Indicates whether a TLS/SSL certificate was generated for the fleet. </p>
pub fn certificate_configuration(
mut self,
input: crate::model::CertificateConfiguration,
) -> Self {
self.certificate_configuration = Some(input);
self
}
/// <p>Indicates whether a TLS/SSL certificate was generated for the fleet. </p>
pub fn set_certificate_configuration(
mut self,
input: std::option::Option<crate::model::CertificateConfiguration>,
) -> Self {
self.certificate_configuration = input;
self
}
/// Consumes the builder and constructs a [`FleetAttributes`](crate::model::FleetAttributes)
pub fn build(self) -> crate::model::FleetAttributes {
crate::model::FleetAttributes {
fleet_id: self.fleet_id,
fleet_arn: self.fleet_arn,
fleet_type: self.fleet_type,
instance_type: self.instance_type,
description: self.description,
name: self.name,
creation_time: self.creation_time,
termination_time: self.termination_time,
status: self.status,
build_id: self.build_id,
build_arn: self.build_arn,
script_id: self.script_id,
script_arn: self.script_arn,
server_launch_path: self.server_launch_path,
server_launch_parameters: self.server_launch_parameters,
log_paths: self.log_paths,
new_game_session_protection_policy: self.new_game_session_protection_policy,
operating_system: self.operating_system,
resource_creation_limit_policy: self.resource_creation_limit_policy,
metric_groups: self.metric_groups,
stopped_actions: self.stopped_actions,
instance_role_arn: self.instance_role_arn,
certificate_configuration: self.certificate_configuration,
}
}
}
}
impl FleetAttributes {
/// Creates a new builder-style object to manufacture [`FleetAttributes`](crate::model::FleetAttributes)
pub fn builder() -> crate::model::fleet_attributes::Builder {
crate::model::fleet_attributes::Builder::default()
}
}
/// <p>Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be
/// enabled when creating the fleet. All instances in a fleet share the same
/// certificate. The certificate can be retrieved by calling the
/// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html">GameLift Server
/// SDK</a> operation <code>GetInstanceCertificate</code>. </p>
/// <p>A fleet's certificate configuration is part of <a>FleetAttributes</a>.</p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct CertificateConfiguration {
/// <p>Indicates whether a TLS/SSL certificate is generated for a fleet. </p>
/// <p>Valid values include: </p>
/// <ul>
/// <li>
/// <p>
/// <b>GENERATED</b> - Generate a TLS/SSL certificate
/// for this fleet.</p>
/// </li>
/// <li>
/// <p>
/// <b>DISABLED</b> - (default) Do not generate a
/// TLS/SSL certificate for this fleet. </p>
/// </li>
/// </ul>
/// <p> </p>
pub certificate_type: std::option::Option<crate::model::CertificateType>,
}
impl CertificateConfiguration {
/// <p>Indicates whether a TLS/SSL certificate is generated for a fleet. </p>
/// <p>Valid values include: </p>
/// <ul>
/// <li>
/// <p>
/// <b>GENERATED</b> - Generate a TLS/SSL certificate
/// for this fleet.</p>
/// </li>
/// <li>
/// <p>
/// <b>DISABLED</b> - (default) Do not generate a
/// TLS/SSL certificate for this fleet. </p>
/// </li>
/// </ul>
/// <p> </p>
pub fn certificate_type(&self) -> std::option::Option<&crate::model::CertificateType> {
self.certificate_type.as_ref()
}
}
impl std::fmt::Debug for CertificateConfiguration {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("CertificateConfiguration");
formatter.field("certificate_type", &self.certificate_type);
formatter.finish()
}
}
/// See [`CertificateConfiguration`](crate::model::CertificateConfiguration)
pub mod certificate_configuration {
/// A builder for [`CertificateConfiguration`](crate::model::CertificateConfiguration)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) certificate_type: std::option::Option<crate::model::CertificateType>,
}
impl Builder {
/// <p>Indicates whether a TLS/SSL certificate is generated for a fleet. </p>
/// <p>Valid values include: </p>
/// <ul>
/// <li>
/// <p>
/// <b>GENERATED</b> - Generate a TLS/SSL certificate
/// for this fleet.</p>
/// </li>
/// <li>
/// <p>
/// <b>DISABLED</b> - (default) Do not generate a
/// TLS/SSL certificate for this fleet. </p>
/// </li>
/// </ul>
/// <p> </p>
pub fn certificate_type(mut self, input: crate::model::CertificateType) -> Self {
self.certificate_type = Some(input);
self
}
/// <p>Indicates whether a TLS/SSL certificate is generated for a fleet. </p>
/// <p>Valid values include: </p>
/// <ul>
/// <li>
/// <p>
/// <b>GENERATED</b> - Generate a TLS/SSL certificate
/// for this fleet.</p>
/// </li>
/// <li>
/// <p>
/// <b>DISABLED</b> - (default) Do not generate a
/// TLS/SSL certificate for this fleet. </p>
/// </li>
/// </ul>
/// <p> </p>
pub fn set_certificate_type(
mut self,
input: std::option::Option<crate::model::CertificateType>,
) -> Self {
self.certificate_type = input;
self
}
/// Consumes the builder and constructs a [`CertificateConfiguration`](crate::model::CertificateConfiguration)
pub fn build(self) -> crate::model::CertificateConfiguration {
crate::model::CertificateConfiguration {
certificate_type: self.certificate_type,
}
}
}
}
impl CertificateConfiguration {
/// Creates a new builder-style object to manufacture [`CertificateConfiguration`](crate::model::CertificateConfiguration)
pub fn builder() -> crate::model::certificate_configuration::Builder {
crate::model::certificate_configuration::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum CertificateType {
#[allow(missing_docs)] // documentation missing in model
Disabled,
#[allow(missing_docs)] // documentation missing in model
Generated,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for CertificateType {
fn from(s: &str) -> Self {
match s {
"DISABLED" => CertificateType::Disabled,
"GENERATED" => CertificateType::Generated,
other => CertificateType::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for CertificateType {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(CertificateType::from(s))
}
}
impl CertificateType {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
CertificateType::Disabled => "DISABLED",
CertificateType::Generated => "GENERATED",
CertificateType::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["DISABLED", "GENERATED"]
}
}
impl AsRef<str> for CertificateType {
fn as_ref(&self) -> &str {
self.as_str()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum FleetType {
#[allow(missing_docs)] // documentation missing in model
OnDemand,
#[allow(missing_docs)] // documentation missing in model
Spot,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for FleetType {
fn from(s: &str) -> Self {
match s {
"ON_DEMAND" => FleetType::OnDemand,
"SPOT" => FleetType::Spot,
other => FleetType::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for FleetType {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(FleetType::from(s))
}
}
impl FleetType {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
FleetType::OnDemand => "ON_DEMAND",
FleetType::Spot => "SPOT",
FleetType::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["ON_DEMAND", "SPOT"]
}
}
impl AsRef<str> for FleetType {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>The GameLift service limits for an EC2 instance type and current utilization. GameLift
/// allows AWS accounts a maximum number of instances, per instance type, per AWS Region or
/// location, for use with GameLift. You can request an limit increase for your account by
/// using the <b>Service limits</b> page in the GameLift
/// console.</p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>DescribeEC2InstanceLimits</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct Ec2InstanceLimit {
/// <p>The name of an EC2 instance type. See <a href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a> for detailed
/// descriptions. </p>
pub ec2_instance_type: std::option::Option<crate::model::Ec2InstanceType>,
/// <p>The number of instances for the specified type and location that are currently being
/// used by the AWS account. </p>
pub current_instances: std::option::Option<i32>,
/// <p>The number of instances that is allowed for the specified instance type and
/// location.</p>
pub instance_limit: std::option::Option<i32>,
/// <p>An AWS Region code, such as <code>us-west-2</code>. </p>
pub location: std::option::Option<std::string::String>,
}
impl Ec2InstanceLimit {
/// <p>The name of an EC2 instance type. See <a href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a> for detailed
/// descriptions. </p>
pub fn ec2_instance_type(&self) -> std::option::Option<&crate::model::Ec2InstanceType> {
self.ec2_instance_type.as_ref()
}
/// <p>The number of instances for the specified type and location that are currently being
/// used by the AWS account. </p>
pub fn current_instances(&self) -> std::option::Option<i32> {
self.current_instances
}
/// <p>The number of instances that is allowed for the specified instance type and
/// location.</p>
pub fn instance_limit(&self) -> std::option::Option<i32> {
self.instance_limit
}
/// <p>An AWS Region code, such as <code>us-west-2</code>. </p>
pub fn location(&self) -> std::option::Option<&str> {
self.location.as_deref()
}
}
impl std::fmt::Debug for Ec2InstanceLimit {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("Ec2InstanceLimit");
formatter.field("ec2_instance_type", &self.ec2_instance_type);
formatter.field("current_instances", &self.current_instances);
formatter.field("instance_limit", &self.instance_limit);
formatter.field("location", &self.location);
formatter.finish()
}
}
/// See [`Ec2InstanceLimit`](crate::model::Ec2InstanceLimit)
pub mod ec2_instance_limit {
/// A builder for [`Ec2InstanceLimit`](crate::model::Ec2InstanceLimit)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) ec2_instance_type: std::option::Option<crate::model::Ec2InstanceType>,
pub(crate) current_instances: std::option::Option<i32>,
pub(crate) instance_limit: std::option::Option<i32>,
pub(crate) location: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>The name of an EC2 instance type. See <a href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a> for detailed
/// descriptions. </p>
pub fn ec2_instance_type(mut self, input: crate::model::Ec2InstanceType) -> Self {
self.ec2_instance_type = Some(input);
self
}
/// <p>The name of an EC2 instance type. See <a href="http://aws.amazon.com/ec2/instance-types/">Amazon EC2 Instance Types</a> for detailed
/// descriptions. </p>
pub fn set_ec2_instance_type(
mut self,
input: std::option::Option<crate::model::Ec2InstanceType>,
) -> Self {
self.ec2_instance_type = input;
self
}
/// <p>The number of instances for the specified type and location that are currently being
/// used by the AWS account. </p>
pub fn current_instances(mut self, input: i32) -> Self {
self.current_instances = Some(input);
self
}
/// <p>The number of instances for the specified type and location that are currently being
/// used by the AWS account. </p>
pub fn set_current_instances(mut self, input: std::option::Option<i32>) -> Self {
self.current_instances = input;
self
}
/// <p>The number of instances that is allowed for the specified instance type and
/// location.</p>
pub fn instance_limit(mut self, input: i32) -> Self {
self.instance_limit = Some(input);
self
}
/// <p>The number of instances that is allowed for the specified instance type and
/// location.</p>
pub fn set_instance_limit(mut self, input: std::option::Option<i32>) -> Self {
self.instance_limit = input;
self
}
/// <p>An AWS Region code, such as <code>us-west-2</code>. </p>
pub fn location(mut self, input: impl Into<std::string::String>) -> Self {
self.location = Some(input.into());
self
}
/// <p>An AWS Region code, such as <code>us-west-2</code>. </p>
pub fn set_location(mut self, input: std::option::Option<std::string::String>) -> Self {
self.location = input;
self
}
/// Consumes the builder and constructs a [`Ec2InstanceLimit`](crate::model::Ec2InstanceLimit)
pub fn build(self) -> crate::model::Ec2InstanceLimit {
crate::model::Ec2InstanceLimit {
ec2_instance_type: self.ec2_instance_type,
current_instances: self.current_instances,
instance_limit: self.instance_limit,
location: self.location,
}
}
}
}
impl Ec2InstanceLimit {
/// Creates a new builder-style object to manufacture [`Ec2InstanceLimit`](crate::model::Ec2InstanceLimit)
pub fn builder() -> crate::model::ec2_instance_limit::Builder {
crate::model::ec2_instance_limit::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum GameServerGroupDeleteOption {
#[allow(missing_docs)] // documentation missing in model
ForceDelete,
#[allow(missing_docs)] // documentation missing in model
Retain,
#[allow(missing_docs)] // documentation missing in model
SafeDelete,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for GameServerGroupDeleteOption {
fn from(s: &str) -> Self {
match s {
"FORCE_DELETE" => GameServerGroupDeleteOption::ForceDelete,
"RETAIN" => GameServerGroupDeleteOption::Retain,
"SAFE_DELETE" => GameServerGroupDeleteOption::SafeDelete,
other => GameServerGroupDeleteOption::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for GameServerGroupDeleteOption {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(GameServerGroupDeleteOption::from(s))
}
}
impl GameServerGroupDeleteOption {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
GameServerGroupDeleteOption::ForceDelete => "FORCE_DELETE",
GameServerGroupDeleteOption::Retain => "RETAIN",
GameServerGroupDeleteOption::SafeDelete => "SAFE_DELETE",
GameServerGroupDeleteOption::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["FORCE_DELETE", "RETAIN", "SAFE_DELETE"]
}
}
impl AsRef<str> for GameServerGroupDeleteOption {
fn as_ref(&self) -> &str {
self.as_str()
}
}
/// <p>
/// <b>This data type is used with the GameLift FleetIQ and game server groups.</b>
/// </p>
/// <p>Configuration settings for intelligent automatic scaling that uses target tracking.
/// These settings are used to add an Auto Scaling policy when creating the corresponding
/// Auto Scaling group with <a>CreateGameServerGroup</a>. After the Auto Scaling
/// group is created, all updates to Auto Scaling policies, including changing this policy
/// and adding or removing other policies, is done directly on the Auto Scaling group. </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct GameServerGroupAutoScalingPolicy {
/// <p>Length of time, in seconds, it takes for a new instance to start new game server
/// processes and register with GameLift FleetIQ. Specifying a warm-up time can be useful, particularly
/// with game servers that take a long time to start up, because it avoids prematurely
/// starting new instances. </p>
pub estimated_instance_warmup: std::option::Option<i32>,
/// <p>Settings for a target-based scaling policy applied to Auto Scaling group. These
/// settings are used to create a target-based policy that tracks the GameLift FleetIQ metric
/// <code>"PercentUtilizedGameServers"</code> and specifies a target value for the
/// metric. As player usage changes, the policy triggers to adjust the game server group
/// capacity so that the metric returns to the target value. </p>
pub target_tracking_configuration:
std::option::Option<crate::model::TargetTrackingConfiguration>,
}
impl GameServerGroupAutoScalingPolicy {
/// <p>Length of time, in seconds, it takes for a new instance to start new game server
/// processes and register with GameLift FleetIQ. Specifying a warm-up time can be useful, particularly
/// with game servers that take a long time to start up, because it avoids prematurely
/// starting new instances. </p>
pub fn estimated_instance_warmup(&self) -> std::option::Option<i32> {
self.estimated_instance_warmup
}
/// <p>Settings for a target-based scaling policy applied to Auto Scaling group. These
/// settings are used to create a target-based policy that tracks the GameLift FleetIQ metric
/// <code>"PercentUtilizedGameServers"</code> and specifies a target value for the
/// metric. As player usage changes, the policy triggers to adjust the game server group
/// capacity so that the metric returns to the target value. </p>
pub fn target_tracking_configuration(
&self,
) -> std::option::Option<&crate::model::TargetTrackingConfiguration> {
self.target_tracking_configuration.as_ref()
}
}
impl std::fmt::Debug for GameServerGroupAutoScalingPolicy {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("GameServerGroupAutoScalingPolicy");
formatter.field("estimated_instance_warmup", &self.estimated_instance_warmup);
formatter.field(
"target_tracking_configuration",
&self.target_tracking_configuration,
);
formatter.finish()
}
}
/// See [`GameServerGroupAutoScalingPolicy`](crate::model::GameServerGroupAutoScalingPolicy)
pub mod game_server_group_auto_scaling_policy {
/// A builder for [`GameServerGroupAutoScalingPolicy`](crate::model::GameServerGroupAutoScalingPolicy)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) estimated_instance_warmup: std::option::Option<i32>,
pub(crate) target_tracking_configuration:
std::option::Option<crate::model::TargetTrackingConfiguration>,
}
impl Builder {
/// <p>Length of time, in seconds, it takes for a new instance to start new game server
/// processes and register with GameLift FleetIQ. Specifying a warm-up time can be useful, particularly
/// with game servers that take a long time to start up, because it avoids prematurely
/// starting new instances. </p>
pub fn estimated_instance_warmup(mut self, input: i32) -> Self {
self.estimated_instance_warmup = Some(input);
self
}
/// <p>Length of time, in seconds, it takes for a new instance to start new game server
/// processes and register with GameLift FleetIQ. Specifying a warm-up time can be useful, particularly
/// with game servers that take a long time to start up, because it avoids prematurely
/// starting new instances. </p>
pub fn set_estimated_instance_warmup(mut self, input: std::option::Option<i32>) -> Self {
self.estimated_instance_warmup = input;
self
}
/// <p>Settings for a target-based scaling policy applied to Auto Scaling group. These
/// settings are used to create a target-based policy that tracks the GameLift FleetIQ metric
/// <code>"PercentUtilizedGameServers"</code> and specifies a target value for the
/// metric. As player usage changes, the policy triggers to adjust the game server group
/// capacity so that the metric returns to the target value. </p>
pub fn target_tracking_configuration(
mut self,
input: crate::model::TargetTrackingConfiguration,
) -> Self {
self.target_tracking_configuration = Some(input);
self
}
/// <p>Settings for a target-based scaling policy applied to Auto Scaling group. These
/// settings are used to create a target-based policy that tracks the GameLift FleetIQ metric
/// <code>"PercentUtilizedGameServers"</code> and specifies a target value for the
/// metric. As player usage changes, the policy triggers to adjust the game server group
/// capacity so that the metric returns to the target value. </p>
pub fn set_target_tracking_configuration(
mut self,
input: std::option::Option<crate::model::TargetTrackingConfiguration>,
) -> Self {
self.target_tracking_configuration = input;
self
}
/// Consumes the builder and constructs a [`GameServerGroupAutoScalingPolicy`](crate::model::GameServerGroupAutoScalingPolicy)
pub fn build(self) -> crate::model::GameServerGroupAutoScalingPolicy {
crate::model::GameServerGroupAutoScalingPolicy {
estimated_instance_warmup: self.estimated_instance_warmup,
target_tracking_configuration: self.target_tracking_configuration,
}
}
}
}
impl GameServerGroupAutoScalingPolicy {
/// Creates a new builder-style object to manufacture [`GameServerGroupAutoScalingPolicy`](crate::model::GameServerGroupAutoScalingPolicy)
pub fn builder() -> crate::model::game_server_group_auto_scaling_policy::Builder {
crate::model::game_server_group_auto_scaling_policy::Builder::default()
}
}
/// <p>
/// <b>This data type is used with the GameLift FleetIQ and game server groups.</b>
/// </p>
/// <p>Settings for a target-based scaling policy as part of a <a>GameServerGroupAutoScalingPolicy</a>.
/// These settings are used to
/// create a target-based policy that tracks the GameLift FleetIQ metric
/// <code>"PercentUtilizedGameServers"</code> and specifies a target value for the
/// metric. As player usage changes, the policy triggers to adjust the game server group
/// capacity so that the metric returns to the target value. </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct TargetTrackingConfiguration {
/// <p>Desired value to use with a game server group target-based scaling policy. </p>
pub target_value: std::option::Option<f64>,
}
impl TargetTrackingConfiguration {
/// <p>Desired value to use with a game server group target-based scaling policy. </p>
pub fn target_value(&self) -> std::option::Option<f64> {
self.target_value
}
}
impl std::fmt::Debug for TargetTrackingConfiguration {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("TargetTrackingConfiguration");
formatter.field("target_value", &self.target_value);
formatter.finish()
}
}
/// See [`TargetTrackingConfiguration`](crate::model::TargetTrackingConfiguration)
pub mod target_tracking_configuration {
/// A builder for [`TargetTrackingConfiguration`](crate::model::TargetTrackingConfiguration)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) target_value: std::option::Option<f64>,
}
impl Builder {
/// <p>Desired value to use with a game server group target-based scaling policy. </p>
pub fn target_value(mut self, input: f64) -> Self {
self.target_value = Some(input);
self
}
/// <p>Desired value to use with a game server group target-based scaling policy. </p>
pub fn set_target_value(mut self, input: std::option::Option<f64>) -> Self {
self.target_value = input;
self
}
/// Consumes the builder and constructs a [`TargetTrackingConfiguration`](crate::model::TargetTrackingConfiguration)
pub fn build(self) -> crate::model::TargetTrackingConfiguration {
crate::model::TargetTrackingConfiguration {
target_value: self.target_value,
}
}
}
}
impl TargetTrackingConfiguration {
/// Creates a new builder-style object to manufacture [`TargetTrackingConfiguration`](crate::model::TargetTrackingConfiguration)
pub fn builder() -> crate::model::target_tracking_configuration::Builder {
crate::model::target_tracking_configuration::Builder::default()
}
}
/// <p>
/// <b>This data type is used with the GameLift FleetIQ and game server groups.</b>
/// </p>
/// <p>An EC2 launch template that contains configuration settings and game server code to
/// be deployed to all instances in a game server group. The launch template is specified
/// when creating a new game server group with <a>CreateGameServerGroup</a>. </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct LaunchTemplateSpecification {
/// <p>A unique identifier for an existing EC2 launch template.</p>
pub launch_template_id: std::option::Option<std::string::String>,
/// <p>A readable identifier for an existing EC2 launch template. </p>
pub launch_template_name: std::option::Option<std::string::String>,
/// <p>The version of the EC2 launch template to use. If no version is specified, the
/// default version will be used. With Amazon EC2, you can specify a default version for a
/// launch template. If none is set, the default is the first version created.</p>
pub version: std::option::Option<std::string::String>,
}
impl LaunchTemplateSpecification {
/// <p>A unique identifier for an existing EC2 launch template.</p>
pub fn launch_template_id(&self) -> std::option::Option<&str> {
self.launch_template_id.as_deref()
}
/// <p>A readable identifier for an existing EC2 launch template. </p>
pub fn launch_template_name(&self) -> std::option::Option<&str> {
self.launch_template_name.as_deref()
}
/// <p>The version of the EC2 launch template to use. If no version is specified, the
/// default version will be used. With Amazon EC2, you can specify a default version for a
/// launch template. If none is set, the default is the first version created.</p>
pub fn version(&self) -> std::option::Option<&str> {
self.version.as_deref()
}
}
impl std::fmt::Debug for LaunchTemplateSpecification {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("LaunchTemplateSpecification");
formatter.field("launch_template_id", &self.launch_template_id);
formatter.field("launch_template_name", &self.launch_template_name);
formatter.field("version", &self.version);
formatter.finish()
}
}
/// See [`LaunchTemplateSpecification`](crate::model::LaunchTemplateSpecification)
pub mod launch_template_specification {
/// A builder for [`LaunchTemplateSpecification`](crate::model::LaunchTemplateSpecification)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) launch_template_id: std::option::Option<std::string::String>,
pub(crate) launch_template_name: std::option::Option<std::string::String>,
pub(crate) version: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>A unique identifier for an existing EC2 launch template.</p>
pub fn launch_template_id(mut self, input: impl Into<std::string::String>) -> Self {
self.launch_template_id = Some(input.into());
self
}
/// <p>A unique identifier for an existing EC2 launch template.</p>
pub fn set_launch_template_id(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.launch_template_id = input;
self
}
/// <p>A readable identifier for an existing EC2 launch template. </p>
pub fn launch_template_name(mut self, input: impl Into<std::string::String>) -> Self {
self.launch_template_name = Some(input.into());
self
}
/// <p>A readable identifier for an existing EC2 launch template. </p>
pub fn set_launch_template_name(
mut self,
input: std::option::Option<std::string::String>,
) -> Self {
self.launch_template_name = input;
self
}
/// <p>The version of the EC2 launch template to use. If no version is specified, the
/// default version will be used. With Amazon EC2, you can specify a default version for a
/// launch template. If none is set, the default is the first version created.</p>
pub fn version(mut self, input: impl Into<std::string::String>) -> Self {
self.version = Some(input.into());
self
}
/// <p>The version of the EC2 launch template to use. If no version is specified, the
/// default version will be used. With Amazon EC2, you can specify a default version for a
/// launch template. If none is set, the default is the first version created.</p>
pub fn set_version(mut self, input: std::option::Option<std::string::String>) -> Self {
self.version = input;
self
}
/// Consumes the builder and constructs a [`LaunchTemplateSpecification`](crate::model::LaunchTemplateSpecification)
pub fn build(self) -> crate::model::LaunchTemplateSpecification {
crate::model::LaunchTemplateSpecification {
launch_template_id: self.launch_template_id,
launch_template_name: self.launch_template_name,
version: self.version,
}
}
}
}
impl LaunchTemplateSpecification {
/// Creates a new builder-style object to manufacture [`LaunchTemplateSpecification`](crate::model::LaunchTemplateSpecification)
pub fn builder() -> crate::model::launch_template_specification::Builder {
crate::model::launch_template_specification::Builder::default()
}
}
/// <p>A remote location where a multi-location fleet can deploy EC2 instances for game
/// hosting. </p>
/// <p>
/// <b>Related actions</b>
/// </p>
/// <p>
/// <a>CreateFleet</a>
/// </p>
#[non_exhaustive]
#[derive(std::clone::Clone, std::cmp::PartialEq)]
pub struct LocationConfiguration {
/// <p>An AWS Region code, such as <code>us-west-2</code>. </p>
pub location: std::option::Option<std::string::String>,
}
impl LocationConfiguration {
/// <p>An AWS Region code, such as <code>us-west-2</code>. </p>
pub fn location(&self) -> std::option::Option<&str> {
self.location.as_deref()
}
}
impl std::fmt::Debug for LocationConfiguration {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut formatter = f.debug_struct("LocationConfiguration");
formatter.field("location", &self.location);
formatter.finish()
}
}
/// See [`LocationConfiguration`](crate::model::LocationConfiguration)
pub mod location_configuration {
/// A builder for [`LocationConfiguration`](crate::model::LocationConfiguration)
#[non_exhaustive]
#[derive(std::default::Default, std::clone::Clone, std::cmp::PartialEq, std::fmt::Debug)]
pub struct Builder {
pub(crate) location: std::option::Option<std::string::String>,
}
impl Builder {
/// <p>An AWS Region code, such as <code>us-west-2</code>. </p>
pub fn location(mut self, input: impl Into<std::string::String>) -> Self {
self.location = Some(input.into());
self
}
/// <p>An AWS Region code, such as <code>us-west-2</code>. </p>
pub fn set_location(mut self, input: std::option::Option<std::string::String>) -> Self {
self.location = input;
self
}
/// Consumes the builder and constructs a [`LocationConfiguration`](crate::model::LocationConfiguration)
pub fn build(self) -> crate::model::LocationConfiguration {
crate::model::LocationConfiguration {
location: self.location,
}
}
}
}
impl LocationConfiguration {
/// Creates a new builder-style object to manufacture [`LocationConfiguration`](crate::model::LocationConfiguration)
pub fn builder() -> crate::model::location_configuration::Builder {
crate::model::location_configuration::Builder::default()
}
}
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(
std::clone::Clone,
std::cmp::Eq,
std::cmp::Ord,
std::cmp::PartialEq,
std::cmp::PartialOrd,
std::fmt::Debug,
std::hash::Hash,
)]
pub enum AcceptanceType {
#[allow(missing_docs)] // documentation missing in model
Accept,
#[allow(missing_docs)] // documentation missing in model
Reject,
/// Unknown contains new variants that have been added since this code was generated.
Unknown(String),
}
impl std::convert::From<&str> for AcceptanceType {
fn from(s: &str) -> Self {
match s {
"ACCEPT" => AcceptanceType::Accept,
"REJECT" => AcceptanceType::Reject,
other => AcceptanceType::Unknown(other.to_owned()),
}
}
}
impl std::str::FromStr for AcceptanceType {
type Err = std::convert::Infallible;
fn from_str(s: &str) -> std::result::Result<Self, Self::Err> {
Ok(AcceptanceType::from(s))
}
}
impl AcceptanceType {
/// Returns the `&str` value of the enum member.
pub fn as_str(&self) -> &str {
match self {
AcceptanceType::Accept => "ACCEPT",
AcceptanceType::Reject => "REJECT",
AcceptanceType::Unknown(s) => s.as_ref(),
}
}
/// Returns all the `&str` values of the enum members.
pub fn values() -> &'static [&'static str] {
&["ACCEPT", "REJECT"]
}
}
impl AsRef<str> for AcceptanceType {
fn as_ref(&self) -> &str {
self.as_str()
}
}