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// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
pub use crate::operation::create_game_session::_create_game_session_output::CreateGameSessionOutputBuilder;

pub use crate::operation::create_game_session::_create_game_session_input::CreateGameSessionInputBuilder;

impl CreateGameSessionInputBuilder {
    /// Sends a request with this input using the given client.
    pub async fn send_with(
        self,
        client: &crate::Client,
    ) -> ::std::result::Result<
        crate::operation::create_game_session::CreateGameSessionOutput,
        ::aws_smithy_http::result::SdkError<
            crate::operation::create_game_session::CreateGameSessionError,
            ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
        >,
    > {
        let mut fluent_builder = client.create_game_session();
        fluent_builder.inner = self;
        fluent_builder.send().await
    }
}
/// Fluent builder constructing a request to `CreateGameSession`.
///
/// <p>Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the Amazon GameLift game session placement feature with <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html">StartGameSessionPlacement</a> , which uses the FleetIQ algorithm and queues to optimize the placement process.</p>
/// <p>When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The target fleet must be in <code>ACTIVE</code> status. </p>
/// <p>You can use this operation in the following ways: </p>
/// <ul>
/// <li> <p>To create a game session on an instance in a fleet's home Region, provide a fleet or alias ID along with your game session configuration. </p> </li>
/// <li> <p>To create a game session on an instance in a fleet's remote location, provide a fleet or alias ID and a location name, along with your game session configuration. </p> </li>
/// <li> <p>To create a game session on an instance in an Anywhere fleet, specify the fleet's custom location.</p> </li>
/// </ul>
/// <p>If successful, Amazon GameLift initiates a workflow to start a new game session and returns a <code>GameSession</code> object containing the game session configuration and status. When the game session status is <code>ACTIVE</code>, it is updated with connection information and you can create player sessions for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSession.html">UpdateGameSession</a> to change the game session's player session creation policy.</p>
/// <p>Amazon GameLift retains logs for active for 14 days. To access the logs, call <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetGameSessionLogUrl.html">GetGameSessionLogUrl</a> to download the log files.</p>
/// <p> <i>Available in Amazon GameLift Local.</i> </p>
/// <p> <b>Learn more</b> </p>
/// <p> <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start a game session</a> </p>
/// <p> <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a> </p>
#[derive(::std::clone::Clone, ::std::fmt::Debug)]
pub struct CreateGameSessionFluentBuilder {
    handle: ::std::sync::Arc<crate::client::Handle>,
    inner: crate::operation::create_game_session::builders::CreateGameSessionInputBuilder,
    config_override: ::std::option::Option<crate::config::Builder>,
}
impl
    crate::client::customize::internal::CustomizableSend<
        crate::operation::create_game_session::CreateGameSessionOutput,
        crate::operation::create_game_session::CreateGameSessionError,
    > for CreateGameSessionFluentBuilder
{
    fn send(
        self,
        config_override: crate::config::Builder,
    ) -> crate::client::customize::internal::BoxFuture<
        crate::client::customize::internal::SendResult<
            crate::operation::create_game_session::CreateGameSessionOutput,
            crate::operation::create_game_session::CreateGameSessionError,
        >,
    > {
        ::std::boxed::Box::pin(async move { self.config_override(config_override).send().await })
    }
}
impl CreateGameSessionFluentBuilder {
    /// Creates a new `CreateGameSession`.
    pub(crate) fn new(handle: ::std::sync::Arc<crate::client::Handle>) -> Self {
        Self {
            handle,
            inner: ::std::default::Default::default(),
            config_override: ::std::option::Option::None,
        }
    }
    /// Access the CreateGameSession as a reference.
    pub fn as_input(&self) -> &crate::operation::create_game_session::builders::CreateGameSessionInputBuilder {
        &self.inner
    }
    /// Sends the request and returns the response.
    ///
    /// If an error occurs, an `SdkError` will be returned with additional details that
    /// can be matched against.
    ///
    /// By default, any retryable failures will be retried twice. Retry behavior
    /// is configurable with the [RetryConfig](aws_smithy_types::retry::RetryConfig), which can be
    /// set when configuring the client.
    pub async fn send(
        self,
    ) -> ::std::result::Result<
        crate::operation::create_game_session::CreateGameSessionOutput,
        ::aws_smithy_http::result::SdkError<
            crate::operation::create_game_session::CreateGameSessionError,
            ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
        >,
    > {
        let input = self.inner.build().map_err(::aws_smithy_http::result::SdkError::construction_failure)?;
        let runtime_plugins = crate::operation::create_game_session::CreateGameSession::operation_runtime_plugins(
            self.handle.runtime_plugins.clone(),
            &self.handle.conf,
            self.config_override,
        );
        crate::operation::create_game_session::CreateGameSession::orchestrate(&runtime_plugins, input).await
    }

    /// Consumes this builder, creating a customizable operation that can be modified before being
    /// sent.
    // TODO(enableNewSmithyRuntimeCleanup): Remove `async` and `Result` once we switch to orchestrator
    pub async fn customize(
        self,
    ) -> ::std::result::Result<
        crate::client::customize::orchestrator::CustomizableOperation<
            crate::operation::create_game_session::CreateGameSessionOutput,
            crate::operation::create_game_session::CreateGameSessionError,
            Self,
        >,
        ::aws_smithy_http::result::SdkError<crate::operation::create_game_session::CreateGameSessionError>,
    > {
        ::std::result::Result::Ok(crate::client::customize::orchestrator::CustomizableOperation::new(self))
    }
    pub(crate) fn config_override(mut self, config_override: impl Into<crate::config::Builder>) -> Self {
        self.set_config_override(Some(config_override.into()));
        self
    }

    pub(crate) fn set_config_override(&mut self, config_override: Option<crate::config::Builder>) -> &mut Self {
        self.config_override = config_override;
        self
    }
    /// <p>A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.</p>
    pub fn fleet_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.inner = self.inner.fleet_id(input.into());
        self
    }
    /// <p>A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.</p>
    pub fn set_fleet_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.inner = self.inner.set_fleet_id(input);
        self
    }
    /// <p>A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.</p>
    pub fn get_fleet_id(&self) -> &::std::option::Option<::std::string::String> {
        self.inner.get_fleet_id()
    }
    /// <p>A unique identifier for the alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.</p>
    pub fn alias_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.inner = self.inner.alias_id(input.into());
        self
    }
    /// <p>A unique identifier for the alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.</p>
    pub fn set_alias_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.inner = self.inner.set_alias_id(input);
        self
    }
    /// <p>A unique identifier for the alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.</p>
    pub fn get_alias_id(&self) -> &::std::option::Option<::std::string::String> {
        self.inner.get_alias_id()
    }
    /// <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.inner = self.inner.maximum_player_session_count(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.inner = self.inner.set_maximum_player_session_count(input);
        self
    }
    /// <p>The maximum number of players that can be connected simultaneously to the game session.</p>
    pub fn get_maximum_player_session_count(&self) -> &::std::option::Option<i32> {
        self.inner.get_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 name(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.inner = self.inner.name(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.inner = self.inner.set_name(input);
        self
    }
    /// <p>A descriptive label that is associated with a game session. Session names do not need to be unique.</p>
    pub fn get_name(&self) -> &::std::option::Option<::std::string::String> {
        self.inner.get_name()
    }
    /// Appends an item to `GameProperties`.
    ///
    /// 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 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: crate::types::GameProperty) -> Self {
        self.inner = self.inner.game_properties(input);
        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 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::types::GameProperty>>) -> Self {
        self.inner = self.inner.set_game_properties(input);
        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 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 get_game_properties(&self) -> &::std::option::Option<::std::vec::Vec<crate::types::GameProperty>> {
        self.inner.get_game_properties()
    }
    /// <p>A unique identifier for a player or entity creating the game session. </p>
    /// <p>If you add a resource creation limit policy to a fleet, the <code>CreateGameSession</code> operation requires a <code>CreatorId</code>. Amazon GameLift limits the number of game session creation requests with the same <code>CreatorId</code> in a specified time period.</p>
    /// <p>If you your fleet doesn't have a resource creation limit policy and you provide a <code>CreatorId</code> in your <code>CreateGameSession</code> requests, Amazon GameLift limits requests to one request per <code>CreatorId</code> per second.</p>
    /// <p>To not limit <code>CreateGameSession</code> requests with the same <code>CreatorId</code>, don't provide a <code>CreatorId</code> in your <code>CreateGameSession</code> request.</p>
    pub fn creator_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.inner = self.inner.creator_id(input.into());
        self
    }
    /// <p>A unique identifier for a player or entity creating the game session. </p>
    /// <p>If you add a resource creation limit policy to a fleet, the <code>CreateGameSession</code> operation requires a <code>CreatorId</code>. Amazon GameLift limits the number of game session creation requests with the same <code>CreatorId</code> in a specified time period.</p>
    /// <p>If you your fleet doesn't have a resource creation limit policy and you provide a <code>CreatorId</code> in your <code>CreateGameSession</code> requests, Amazon GameLift limits requests to one request per <code>CreatorId</code> per second.</p>
    /// <p>To not limit <code>CreateGameSession</code> requests with the same <code>CreatorId</code>, don't provide a <code>CreatorId</code> in your <code>CreateGameSession</code> request.</p>
    pub fn set_creator_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.inner = self.inner.set_creator_id(input);
        self
    }
    /// <p>A unique identifier for a player or entity creating the game session. </p>
    /// <p>If you add a resource creation limit policy to a fleet, the <code>CreateGameSession</code> operation requires a <code>CreatorId</code>. Amazon GameLift limits the number of game session creation requests with the same <code>CreatorId</code> in a specified time period.</p>
    /// <p>If you your fleet doesn't have a resource creation limit policy and you provide a <code>CreatorId</code> in your <code>CreateGameSession</code> requests, Amazon GameLift limits requests to one request per <code>CreatorId</code> per second.</p>
    /// <p>To not limit <code>CreateGameSession</code> requests with the same <code>CreatorId</code>, don't provide a <code>CreatorId</code> in your <code>CreateGameSession</code> request.</p>
    pub fn get_creator_id(&self) -> &::std::option::Option<::std::string::String> {
        self.inner.get_creator_id()
    }
    /// <p> <i>This parameter is deprecated. Use <code>IdempotencyToken</code> instead.</i> </p>
    /// <p>Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID.</p>
    pub fn game_session_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.inner = self.inner.game_session_id(input.into());
        self
    }
    /// <p> <i>This parameter is deprecated. Use <code>IdempotencyToken</code> instead.</i> </p>
    /// <p>Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID.</p>
    pub fn set_game_session_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.inner = self.inner.set_game_session_id(input);
        self
    }
    /// <p> <i>This parameter is deprecated. Use <code>IdempotencyToken</code> instead.</i> </p>
    /// <p>Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID.</p>
    pub fn get_game_session_id(&self) -> &::std::option::Option<::std::string::String> {
        self.inner.get_game_session_id()
    }
    /// <p>Custom string that uniquely identifies the new game session request. This is useful for ensuring that game session requests with the same idempotency token are processed only once. Subsequent requests with the same string return the original <code>GameSession</code> object, with an updated status. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. A game session ARN has the following format: <code>arn:aws:gamelift:
    /// <region>
    /// ::gamesession/
    /// <fleet id>
    /// /
    /// <custom id string or idempotency token></custom>
    /// </fleet>
    /// </region></code>. Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.</p>
    pub fn idempotency_token(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.inner = self.inner.idempotency_token(input.into());
        self
    }
    /// <p>Custom string that uniquely identifies the new game session request. This is useful for ensuring that game session requests with the same idempotency token are processed only once. Subsequent requests with the same string return the original <code>GameSession</code> object, with an updated status. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. A game session ARN has the following format: <code>arn:aws:gamelift:
    /// <region>
    /// ::gamesession/
    /// <fleet id>
    /// /
    /// <custom id string or idempotency token></custom>
    /// </fleet>
    /// </region></code>. Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.</p>
    pub fn set_idempotency_token(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.inner = self.inner.set_idempotency_token(input);
        self
    }
    /// <p>Custom string that uniquely identifies the new game session request. This is useful for ensuring that game session requests with the same idempotency token are processed only once. Subsequent requests with the same string return the original <code>GameSession</code> object, with an updated status. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. A game session ARN has the following format: <code>arn:aws:gamelift:
    /// <region>
    /// ::gamesession/
    /// <fleet id>
    /// /
    /// <custom id string or idempotency token></custom>
    /// </fleet>
    /// </region></code>. Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.</p>
    pub fn get_idempotency_token(&self) -> &::std::option::Option<::std::string::String> {
        self.inner.get_idempotency_token()
    }
    /// <p>A set of custom game session properties, formatted as a single string value. This data is passed to a game server process 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 ::std::convert::Into<::std::string::String>) -> Self {
        self.inner = self.inner.game_session_data(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 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.inner = self.inner.set_game_session_data(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 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 get_game_session_data(&self) -> &::std::option::Option<::std::string::String> {
        self.inner.get_game_session_data()
    }
    /// <p>A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as <code>us-west-2</code>. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere fleet's custom location.</p>
    pub fn location(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.inner = self.inner.location(input.into());
        self
    }
    /// <p>A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as <code>us-west-2</code>. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere fleet's custom location.</p>
    pub fn set_location(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.inner = self.inner.set_location(input);
        self
    }
    /// <p>A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as <code>us-west-2</code>. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere fleet's custom location.</p>
    pub fn get_location(&self) -> &::std::option::Option<::std::string::String> {
        self.inner.get_location()
    }
}