// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
pub use crate::operation::create_fleet::_create_fleet_input::CreateFleetInputBuilder;
pub use crate::operation::create_fleet::_create_fleet_output::CreateFleetOutputBuilder;
impl crate::operation::create_fleet::builders::CreateFleetInputBuilder {
/// 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_fleet::CreateFleetOutput,
::aws_smithy_runtime_api::client::result::SdkError<
crate::operation::create_fleet::CreateFleetError,
::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
>,
> {
let mut fluent_builder = client.create_fleet();
fluent_builder.inner = self;
fluent_builder.send().await
}
}
/// Fluent builder constructing a request to `CreateFleet`.
///
/// <p><b>This API works with the following fleet types:</b> EC2, Anywhere, Container</p>
/// <p>Creates a fleet of compute resources to host your game servers. Use this operation to set up a fleet for the following compute types:</p>
/// <p><b>Managed EC2 fleet</b></p>
/// <p>An EC2 fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances. Your game server build is deployed to each fleet instance. Amazon GameLift Servers manages the fleet's instances and controls the lifecycle of game server processes, which host game sessions for players. EC2 fleets can have instances in multiple locations. Each instance in the fleet is designated a <code>Compute</code>.</p>
/// <p>To create an EC2 fleet, provide these required parameters:</p>
/// <ul>
/// <li>
/// <p>Either <code>BuildId</code> or <code>ScriptId</code></p></li>
/// <li>
/// <p><code>ComputeType</code> set to <code>EC2</code> (the default value)</p></li>
/// <li>
/// <p><code>EC2InboundPermissions</code></p></li>
/// <li>
/// <p><code>EC2InstanceType</code></p></li>
/// <li>
/// <p><code>FleetType</code></p></li>
/// <li>
/// <p><code>Name</code></p></li>
/// <li>
/// <p><code>RuntimeConfiguration</code> with at least one <code>ServerProcesses</code> configuration</p></li>
/// </ul>
/// <p>If successful, this operation creates a new fleet resource and places it in <code>NEW</code> status while Amazon GameLift Servers initiates the <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-all.html#fleets-creation-workflow">fleet creation workflow</a>. To debug your fleet, fetch logs, view performance metrics or other actions on the fleet, create a development fleet with port 22/3389 open. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished.</p>
/// <p>When the fleet status is ACTIVE, you can adjust capacity settings and turn autoscaling on/off for each location.</p><note>
/// <p>A managed fleet's runtime environment depends on the Amazon Machine Image (AMI) version it uses. When a new fleet is created, Amazon GameLift Servers assigns the latest available AMI version to the fleet, and all compute instances in that fleet are deployed with that version. To update the AMI version, you must create a new fleet. As a best practice, we recommend replacing your managed fleets every 30 days to maintain a secure and up-to-date runtime environment for your hosted game servers. For guidance, see <a href="https://docs.aws.amazon.com/gameliftservers/latest/developerguide/security-best-practices.html"> Security best practices for Amazon GameLift Servers</a>.</p>
/// </note>
/// <p><b>Anywhere fleet</b></p>
/// <p>An Anywhere fleet represents compute resources that are not owned or managed by Amazon GameLift Servers. You might create an Anywhere fleet with your local machine for testing, or use one to host game servers with on-premises hardware or other game hosting solutions.</p>
/// <p>To create an Anywhere fleet, provide these required parameters:</p>
/// <ul>
/// <li>
/// <p><code>ComputeType</code> set to <code>ANYWHERE</code></p></li>
/// <li>
/// <p><code>Locations</code> specifying a custom location</p></li>
/// <li>
/// <p><code>Name</code></p></li>
/// </ul>
/// <p>If successful, this operation creates a new fleet resource and places it in <code>ACTIVE</code> status. You can register computes with a fleet in <code>ACTIVE</code> status.</p>
/// <p><b>Learn more</b></p>
/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Setting up fleets</a></p>
/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation">Debug fleet creation issues</a></p>
/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html">Multi-location fleets</a></p>
#[derive(::std::clone::Clone, ::std::fmt::Debug)]
pub struct CreateFleetFluentBuilder {
handle: ::std::sync::Arc<crate::client::Handle>,
inner: crate::operation::create_fleet::builders::CreateFleetInputBuilder,
config_override: ::std::option::Option<crate::config::Builder>,
}
impl
crate::client::customize::internal::CustomizableSend<
crate::operation::create_fleet::CreateFleetOutput,
crate::operation::create_fleet::CreateFleetError,
> for CreateFleetFluentBuilder
{
fn send(
self,
config_override: crate::config::Builder,
) -> crate::client::customize::internal::BoxFuture<
crate::client::customize::internal::SendResult<
crate::operation::create_fleet::CreateFleetOutput,
crate::operation::create_fleet::CreateFleetError,
>,
> {
::std::boxed::Box::pin(async move { self.config_override(config_override).send().await })
}
}
impl CreateFleetFluentBuilder {
/// Creates a new `CreateFleetFluentBuilder`.
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 CreateFleet as a reference.
pub fn as_input(&self) -> &crate::operation::create_fleet::builders::CreateFleetInputBuilder {
&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_fleet::CreateFleetOutput,
::aws_smithy_runtime_api::client::result::SdkError<
crate::operation::create_fleet::CreateFleetError,
::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
>,
> {
let input = self
.inner
.build()
.map_err(::aws_smithy_runtime_api::client::result::SdkError::construction_failure)?;
let runtime_plugins = crate::operation::create_fleet::CreateFleet::operation_runtime_plugins(
self.handle.runtime_plugins.clone(),
&self.handle.conf,
self.config_override,
);
crate::operation::create_fleet::CreateFleet::orchestrate(&runtime_plugins, input).await
}
/// Consumes this builder, creating a customizable operation that can be modified before being sent.
pub fn customize(
self,
) -> crate::client::customize::CustomizableOperation<
crate::operation::create_fleet::CreateFleetOutput,
crate::operation::create_fleet::CreateFleetError,
Self,
> {
crate::client::customize::CustomizableOperation::new(self)
}
pub(crate) fn config_override(mut self, config_override: impl ::std::convert::Into<crate::config::Builder>) -> Self {
self.set_config_override(::std::option::Option::Some(config_override.into()));
self
}
pub(crate) fn set_config_override(&mut self, config_override: ::std::option::Option<crate::config::Builder>) -> &mut Self {
self.config_override = config_override;
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 ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.name(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.inner = self.inner.set_name(input);
self
}
/// <p>A descriptive label that is associated with a fleet. Fleet names do not need to be unique.</p>
pub fn get_name(&self) -> &::std::option::Option<::std::string::String> {
self.inner.get_name()
}
/// <p>A description for the fleet.</p>
pub fn description(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.description(input.into());
self
}
/// <p>A description for the fleet.</p>
pub fn set_description(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
self.inner = self.inner.set_description(input);
self
}
/// <p>A description for the fleet.</p>
pub fn get_description(&self) -> &::std::option::Option<::std::string::String> {
self.inner.get_description()
}
/// <p>The unique identifier for a custom game server build to be deployed to a fleet with compute type <code>EC2</code>. You can use either the build ID or ARN. The build must be uploaded to Amazon GameLift Servers and in <code>READY</code> status. This fleet property can't be changed after the fleet is created.</p>
pub fn build_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.build_id(input.into());
self
}
/// <p>The unique identifier for a custom game server build to be deployed to a fleet with compute type <code>EC2</code>. You can use either the build ID or ARN. The build must be uploaded to Amazon GameLift Servers and in <code>READY</code> status. This fleet property can't be changed after the fleet is created.</p>
pub fn set_build_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
self.inner = self.inner.set_build_id(input);
self
}
/// <p>The unique identifier for a custom game server build to be deployed to a fleet with compute type <code>EC2</code>. You can use either the build ID or ARN. The build must be uploaded to Amazon GameLift Servers and in <code>READY</code> status. This fleet property can't be changed after the fleet is created.</p>
pub fn get_build_id(&self) -> &::std::option::Option<::std::string::String> {
self.inner.get_build_id()
}
/// <p>The unique identifier for a Realtime configuration script to be deployed to a fleet with compute type <code>EC2</code>. You can use either the script ID or ARN. Scripts must be uploaded to Amazon GameLift Servers prior to creating the fleet. This fleet property can't be changed after the fleet is created.</p>
pub fn script_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.script_id(input.into());
self
}
/// <p>The unique identifier for a Realtime configuration script to be deployed to a fleet with compute type <code>EC2</code>. You can use either the script ID or ARN. Scripts must be uploaded to Amazon GameLift Servers prior to creating the fleet. This fleet property can't be changed after the fleet is created.</p>
pub fn set_script_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
self.inner = self.inner.set_script_id(input);
self
}
/// <p>The unique identifier for a Realtime configuration script to be deployed to a fleet with compute type <code>EC2</code>. You can use either the script ID or ARN. Scripts must be uploaded to Amazon GameLift Servers prior to creating the fleet. This fleet property can't be changed after the fleet is created.</p>
pub fn get_script_id(&self) -> &::std::option::Option<::std::string::String> {
self.inner.get_script_id()
}
/// <p><b>This parameter is no longer used.</b> Specify a server launch path using the <code>RuntimeConfiguration</code> parameter. Requests that use this parameter instead continue to be valid.</p>
pub fn server_launch_path(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.server_launch_path(input.into());
self
}
/// <p><b>This parameter is no longer used.</b> Specify a server launch path using the <code>RuntimeConfiguration</code> 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.inner = self.inner.set_server_launch_path(input);
self
}
/// <p><b>This parameter is no longer used.</b> Specify a server launch path using the <code>RuntimeConfiguration</code> parameter. Requests that use this parameter instead continue to be valid.</p>
pub fn get_server_launch_path(&self) -> &::std::option::Option<::std::string::String> {
self.inner.get_server_launch_path()
}
/// <p><b>This parameter is no longer used.</b> Specify server launch parameters using the <code>RuntimeConfiguration</code> parameter. Requests that use this parameter instead continue to be valid.</p>
pub fn server_launch_parameters(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.server_launch_parameters(input.into());
self
}
/// <p><b>This parameter is no longer used.</b> Specify server launch parameters using the <code>RuntimeConfiguration</code> 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.inner = self.inner.set_server_launch_parameters(input);
self
}
/// <p><b>This parameter is no longer used.</b> Specify server launch parameters using the <code>RuntimeConfiguration</code> parameter. Requests that use this parameter instead continue to be valid.</p>
pub fn get_server_launch_parameters(&self) -> &::std::option::Option<::std::string::String> {
self.inner.get_server_launch_parameters()
}
///
/// Appends an item to `LogPaths`.
///
/// To override the contents of this collection use [`set_log_paths`](Self::set_log_paths).
///
/// <p><b>This parameter is no longer used.</b> To specify where Amazon GameLift Servers should store log files once a server process shuts down, use the Amazon GameLift Servers server API <code>ProcessReady()</code> and specify one or more directory paths in <code>logParameters</code>. For more information, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-initialize">Initialize the server process</a> in the <i>Amazon GameLift Servers Developer Guide</i>.</p>
pub fn log_paths(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.log_paths(input.into());
self
}
/// <p><b>This parameter is no longer used.</b> To specify where Amazon GameLift Servers should store log files once a server process shuts down, use the Amazon GameLift Servers server API <code>ProcessReady()</code> and specify one or more directory paths in <code>logParameters</code>. For more information, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-initialize">Initialize the server process</a> in the <i>Amazon GameLift Servers Developer Guide</i>.</p>
pub fn set_log_paths(mut self, input: ::std::option::Option<::std::vec::Vec<::std::string::String>>) -> Self {
self.inner = self.inner.set_log_paths(input);
self
}
/// <p><b>This parameter is no longer used.</b> To specify where Amazon GameLift Servers should store log files once a server process shuts down, use the Amazon GameLift Servers server API <code>ProcessReady()</code> and specify one or more directory paths in <code>logParameters</code>. For more information, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-initialize">Initialize the server process</a> in the <i>Amazon GameLift Servers Developer Guide</i>.</p>
pub fn get_log_paths(&self) -> &::std::option::Option<::std::vec::Vec<::std::string::String>> {
self.inner.get_log_paths()
}
/// <p>The Amazon GameLift Servers-supported Amazon EC2 instance type to use with managed EC2 fleets. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See <a href="http://aws.amazon.com/ec2/instance-types/">Amazon Elastic Compute Cloud Instance Types</a> for detailed descriptions of Amazon EC2 instance types.</p>
pub fn ec2_instance_type(mut self, input: crate::types::Ec2InstanceType) -> Self {
self.inner = self.inner.ec2_instance_type(input);
self
}
/// <p>The Amazon GameLift Servers-supported Amazon EC2 instance type to use with managed EC2 fleets. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See <a href="http://aws.amazon.com/ec2/instance-types/">Amazon Elastic Compute Cloud Instance Types</a> for detailed descriptions of Amazon EC2 instance types.</p>
pub fn set_ec2_instance_type(mut self, input: ::std::option::Option<crate::types::Ec2InstanceType>) -> Self {
self.inner = self.inner.set_ec2_instance_type(input);
self
}
/// <p>The Amazon GameLift Servers-supported Amazon EC2 instance type to use with managed EC2 fleets. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See <a href="http://aws.amazon.com/ec2/instance-types/">Amazon Elastic Compute Cloud Instance Types</a> for detailed descriptions of Amazon EC2 instance types.</p>
pub fn get_ec2_instance_type(&self) -> &::std::option::Option<crate::types::Ec2InstanceType> {
self.inner.get_ec2_instance_type()
}
///
/// Appends an item to `EC2InboundPermissions`.
///
/// To override the contents of this collection use [`set_ec2_inbound_permissions`](Self::set_ec2_inbound_permissions).
///
/// <p>The IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet. Set this parameter for managed EC2 fleets. You can leave this parameter empty when creating the fleet, but you must call <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetPortSettings">https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetPortSettings</a> to set it before players can connect to game sessions. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished. For Amazon GameLift Servers Realtime fleets, Amazon GameLift Servers automatically sets TCP and UDP ranges.</p>
pub fn ec2_inbound_permissions(mut self, input: crate::types::IpPermission) -> Self {
self.inner = self.inner.ec2_inbound_permissions(input);
self
}
/// <p>The IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet. Set this parameter for managed EC2 fleets. You can leave this parameter empty when creating the fleet, but you must call <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetPortSettings">https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetPortSettings</a> to set it before players can connect to game sessions. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished. For Amazon GameLift Servers Realtime fleets, Amazon GameLift Servers automatically sets TCP and UDP ranges.</p>
pub fn set_ec2_inbound_permissions(mut self, input: ::std::option::Option<::std::vec::Vec<crate::types::IpPermission>>) -> Self {
self.inner = self.inner.set_ec2_inbound_permissions(input);
self
}
/// <p>The IP address ranges and port settings that allow inbound traffic to access game server processes and other processes on this fleet. Set this parameter for managed EC2 fleets. You can leave this parameter empty when creating the fleet, but you must call <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetPortSettings">https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetPortSettings</a> to set it before players can connect to game sessions. As a best practice, we recommend opening ports for remote access only when you need them and closing them when you're finished. For Amazon GameLift Servers Realtime fleets, Amazon GameLift Servers automatically sets TCP and UDP ranges.</p>
pub fn get_ec2_inbound_permissions(&self) -> &::std::option::Option<::std::vec::Vec<crate::types::IpPermission>> {
self.inner.get_ec2_inbound_permissions()
}
/// <p>The status of termination protection for active game sessions on the fleet. By default, this property is set to <code>NoProtection</code>. You can also set game session protection for an individual game session by calling <a href="gamelift/latest/apireference/API_UpdateGameSession.html">UpdateGameSession</a>.</p>
/// <ul>
/// <li>
/// <p><b>NoProtection</b> - Game sessions can be terminated during active gameplay as a result of a scale-down event.</p></li>
/// <li>
/// <p><b>FullProtection</b> - Game sessions in <code>ACTIVE</code> status cannot be terminated during a scale-down event.</p></li>
/// </ul>
pub fn new_game_session_protection_policy(mut self, input: crate::types::ProtectionPolicy) -> Self {
self.inner = self.inner.new_game_session_protection_policy(input);
self
}
/// <p>The status of termination protection for active game sessions on the fleet. By default, this property is set to <code>NoProtection</code>. You can also set game session protection for an individual game session by calling <a href="gamelift/latest/apireference/API_UpdateGameSession.html">UpdateGameSession</a>.</p>
/// <ul>
/// <li>
/// <p><b>NoProtection</b> - Game sessions can be terminated during active gameplay as a result of a scale-down event.</p></li>
/// <li>
/// <p><b>FullProtection</b> - Game sessions in <code>ACTIVE</code> status 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::types::ProtectionPolicy>) -> Self {
self.inner = self.inner.set_new_game_session_protection_policy(input);
self
}
/// <p>The status of termination protection for active game sessions on the fleet. By default, this property is set to <code>NoProtection</code>. You can also set game session protection for an individual game session by calling <a href="gamelift/latest/apireference/API_UpdateGameSession.html">UpdateGameSession</a>.</p>
/// <ul>
/// <li>
/// <p><b>NoProtection</b> - Game sessions can be terminated during active gameplay as a result of a scale-down event.</p></li>
/// <li>
/// <p><b>FullProtection</b> - Game sessions in <code>ACTIVE</code> status cannot be terminated during a scale-down event.</p></li>
/// </ul>
pub fn get_new_game_session_protection_policy(&self) -> &::std::option::Option<crate::types::ProtectionPolicy> {
self.inner.get_new_game_session_protection_policy()
}
/// <p>Instructions for how to launch and run server processes on the fleet. Set runtime configuration for managed EC2 fleets. For an Anywhere fleets, set this parameter only if the fleet is running the Amazon GameLift Servers Agent. The runtime configuration defines one or more server process configurations. Each server process identifies a game executable or Realtime script file and the number of processes to run concurrently.</p><note>
/// <p>This parameter replaces the parameters <code>ServerLaunchPath</code> and <code>ServerLaunchParameters</code>, which are still supported for backward compatibility.</p>
/// </note>
pub fn runtime_configuration(mut self, input: crate::types::RuntimeConfiguration) -> Self {
self.inner = self.inner.runtime_configuration(input);
self
}
/// <p>Instructions for how to launch and run server processes on the fleet. Set runtime configuration for managed EC2 fleets. For an Anywhere fleets, set this parameter only if the fleet is running the Amazon GameLift Servers Agent. The runtime configuration defines one or more server process configurations. Each server process identifies a game executable or Realtime script file and the number of processes to run concurrently.</p><note>
/// <p>This parameter replaces the parameters <code>ServerLaunchPath</code> and <code>ServerLaunchParameters</code>, which are still supported for backward compatibility.</p>
/// </note>
pub fn set_runtime_configuration(mut self, input: ::std::option::Option<crate::types::RuntimeConfiguration>) -> Self {
self.inner = self.inner.set_runtime_configuration(input);
self
}
/// <p>Instructions for how to launch and run server processes on the fleet. Set runtime configuration for managed EC2 fleets. For an Anywhere fleets, set this parameter only if the fleet is running the Amazon GameLift Servers Agent. The runtime configuration defines one or more server process configurations. Each server process identifies a game executable or Realtime script file and the number of processes to run concurrently.</p><note>
/// <p>This parameter replaces the parameters <code>ServerLaunchPath</code> and <code>ServerLaunchParameters</code>, which are still supported for backward compatibility.</p>
/// </note>
pub fn get_runtime_configuration(&self) -> &::std::option::Option<crate::types::RuntimeConfiguration> {
self.inner.get_runtime_configuration()
}
/// <p>A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.</p>
pub fn resource_creation_limit_policy(mut self, input: crate::types::ResourceCreationLimitPolicy) -> Self {
self.inner = self.inner.resource_creation_limit_policy(input);
self
}
/// <p>A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.</p>
pub fn set_resource_creation_limit_policy(mut self, input: ::std::option::Option<crate::types::ResourceCreationLimitPolicy>) -> Self {
self.inner = self.inner.set_resource_creation_limit_policy(input);
self
}
/// <p>A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.</p>
pub fn get_resource_creation_limit_policy(&self) -> &::std::option::Option<crate::types::ResourceCreationLimitPolicy> {
self.inner.get_resource_creation_limit_policy()
}
///
/// Appends an item to `MetricGroups`.
///
/// To override the contents of this collection use [`set_metric_groups`](Self::set_metric_groups).
///
/// <p>The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.</p>
pub fn metric_groups(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.metric_groups(input.into());
self
}
/// <p>The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new 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.inner = self.inner.set_metric_groups(input);
self
}
/// <p>The name of an Amazon Web Services CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.</p>
pub fn get_metric_groups(&self) -> &::std::option::Option<::std::vec::Vec<::std::string::String>> {
self.inner.get_metric_groups()
}
/// <p>Used when peering your Amazon GameLift Servers fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings.</p>
pub fn peer_vpc_aws_account_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.peer_vpc_aws_account_id(input.into());
self
}
/// <p>Used when peering your Amazon GameLift Servers fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings.</p>
pub fn set_peer_vpc_aws_account_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
self.inner = self.inner.set_peer_vpc_aws_account_id(input);
self
}
/// <p>Used when peering your Amazon GameLift Servers fleet with a VPC, the unique identifier for the Amazon Web Services account that owns the VPC. You can find your account ID in the Amazon Web Services Management Console under account settings.</p>
pub fn get_peer_vpc_aws_account_id(&self) -> &::std::option::Option<::std::string::String> {
self.inner.get_peer_vpc_aws_account_id()
}
/// <p>A unique identifier for a VPC with resources to be accessed by your Amazon GameLift Servers 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 Amazon Web Services Management Console. Learn more about VPC peering in <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with Amazon GameLift Servers Fleets</a>.</p>
pub fn peer_vpc_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.peer_vpc_id(input.into());
self
}
/// <p>A unique identifier for a VPC with resources to be accessed by your Amazon GameLift Servers 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 Amazon Web Services Management Console. Learn more about VPC peering in <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with Amazon GameLift Servers Fleets</a>.</p>
pub fn set_peer_vpc_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
self.inner = self.inner.set_peer_vpc_id(input);
self
}
/// <p>A unique identifier for a VPC with resources to be accessed by your Amazon GameLift Servers 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 Amazon Web Services Management Console. Learn more about VPC peering in <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html">VPC Peering with Amazon GameLift Servers Fleets</a>.</p>
pub fn get_peer_vpc_id(&self) -> &::std::option::Option<::std::string::String> {
self.inner.get_peer_vpc_id()
}
/// <p>Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to <code>ON_DEMAND</code>. Learn more about when to use <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot"> On-Demand versus Spot Instances</a>. This fleet property can't be changed after the fleet is created.</p>
pub fn fleet_type(mut self, input: crate::types::FleetType) -> Self {
self.inner = self.inner.fleet_type(input);
self
}
/// <p>Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to <code>ON_DEMAND</code>. Learn more about when to use <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot"> On-Demand versus Spot Instances</a>. This fleet property can't be changed after the fleet is created.</p>
pub fn set_fleet_type(mut self, input: ::std::option::Option<crate::types::FleetType>) -> Self {
self.inner = self.inner.set_fleet_type(input);
self
}
/// <p>Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to <code>ON_DEMAND</code>. Learn more about when to use <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot"> On-Demand versus Spot Instances</a>. This fleet property can't be changed after the fleet is created.</p>
pub fn get_fleet_type(&self) -> &::std::option::Option<crate::types::FleetType> {
self.inner.get_fleet_type()
}
/// <p>A unique identifier for an IAM role that manages access to your Amazon Web Services 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 Amazon Web Services 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>. This fleet property can't be changed after the fleet is created.</p>
pub fn instance_role_arn(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.instance_role_arn(input.into());
self
}
/// <p>A unique identifier for an IAM role that manages access to your Amazon Web Services 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 Amazon Web Services 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>. This fleet property can't be changed after the fleet is created.</p>
pub fn set_instance_role_arn(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
self.inner = self.inner.set_instance_role_arn(input);
self
}
/// <p>A unique identifier for an IAM role that manages access to your Amazon Web Services 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 Amazon Web Services 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>. This fleet property can't be changed after the fleet is created.</p>
pub fn get_instance_role_arn(&self) -> &::std::option::Option<::std::string::String> {
self.inner.get_instance_role_arn()
}
/// <p>Prompts Amazon GameLift Servers to generate a TLS/SSL certificate for the fleet. Amazon GameLift Servers uses the certificates to encrypt traffic between game clients and the game servers running on Amazon GameLift Servers. By default, the <code>CertificateConfiguration</code> is <code>DISABLED</code>. You can't change this property after you create the fleet.</p>
/// <p>Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.</p><note>
/// <p>ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see <a href="https://docs.aws.amazon.com/acm/latest/userguide/acm-regions.html">Supported Regions</a> in the <i>Certificate Manager User Guide</i>.</p>
/// </note>
pub fn certificate_configuration(mut self, input: crate::types::CertificateConfiguration) -> Self {
self.inner = self.inner.certificate_configuration(input);
self
}
/// <p>Prompts Amazon GameLift Servers to generate a TLS/SSL certificate for the fleet. Amazon GameLift Servers uses the certificates to encrypt traffic between game clients and the game servers running on Amazon GameLift Servers. By default, the <code>CertificateConfiguration</code> is <code>DISABLED</code>. You can't change this property after you create the fleet.</p>
/// <p>Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.</p><note>
/// <p>ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see <a href="https://docs.aws.amazon.com/acm/latest/userguide/acm-regions.html">Supported Regions</a> in the <i>Certificate Manager User Guide</i>.</p>
/// </note>
pub fn set_certificate_configuration(mut self, input: ::std::option::Option<crate::types::CertificateConfiguration>) -> Self {
self.inner = self.inner.set_certificate_configuration(input);
self
}
/// <p>Prompts Amazon GameLift Servers to generate a TLS/SSL certificate for the fleet. Amazon GameLift Servers uses the certificates to encrypt traffic between game clients and the game servers running on Amazon GameLift Servers. By default, the <code>CertificateConfiguration</code> is <code>DISABLED</code>. You can't change this property after you create the fleet.</p>
/// <p>Certificate Manager (ACM) certificates expire after 13 months. Certificate expiration can cause fleets to fail, preventing players from connecting to instances in the fleet. We recommend you replace fleets before 13 months, consider using fleet aliases for a smooth transition.</p><note>
/// <p>ACM isn't available in all Amazon Web Services regions. A fleet creation request with certificate generation enabled in an unsupported Region, fails with a 4xx error. For more information about the supported Regions, see <a href="https://docs.aws.amazon.com/acm/latest/userguide/acm-regions.html">Supported Regions</a> in the <i>Certificate Manager User Guide</i>.</p>
/// </note>
pub fn get_certificate_configuration(&self) -> &::std::option::Option<crate::types::CertificateConfiguration> {
self.inner.get_certificate_configuration()
}
///
/// Appends an item to `Locations`.
///
/// To override the contents of this collection use [`set_locations`](Self::set_locations).
///
/// <p>A set of remote locations to deploy additional instances to and manage as a multi-location fleet. Use this parameter when creating a fleet in Amazon Web Services Regions that support multiple locations. You can add any Amazon Web Services Region or Local Zone that's supported by Amazon GameLift Servers. Provide a list of one or more Amazon Web Services Region codes, such as <code>us-west-2</code>, or Local Zone names. When using this parameter, Amazon GameLift Servers requires you to include your home location in the request. For a list of supported Regions and Local Zones, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-regions.html"> Amazon GameLift Servers service locations</a> for managed hosting.</p>
pub fn locations(mut self, input: crate::types::LocationConfiguration) -> Self {
self.inner = self.inner.locations(input);
self
}
/// <p>A set of remote locations to deploy additional instances to and manage as a multi-location fleet. Use this parameter when creating a fleet in Amazon Web Services Regions that support multiple locations. You can add any Amazon Web Services Region or Local Zone that's supported by Amazon GameLift Servers. Provide a list of one or more Amazon Web Services Region codes, such as <code>us-west-2</code>, or Local Zone names. When using this parameter, Amazon GameLift Servers requires you to include your home location in the request. For a list of supported Regions and Local Zones, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-regions.html"> Amazon GameLift Servers service locations</a> for managed hosting.</p>
pub fn set_locations(mut self, input: ::std::option::Option<::std::vec::Vec<crate::types::LocationConfiguration>>) -> Self {
self.inner = self.inner.set_locations(input);
self
}
/// <p>A set of remote locations to deploy additional instances to and manage as a multi-location fleet. Use this parameter when creating a fleet in Amazon Web Services Regions that support multiple locations. You can add any Amazon Web Services Region or Local Zone that's supported by Amazon GameLift Servers. Provide a list of one or more Amazon Web Services Region codes, such as <code>us-west-2</code>, or Local Zone names. When using this parameter, Amazon GameLift Servers requires you to include your home location in the request. For a list of supported Regions and Local Zones, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-regions.html"> Amazon GameLift Servers service locations</a> for managed hosting.</p>
pub fn get_locations(&self) -> &::std::option::Option<::std::vec::Vec<crate::types::LocationConfiguration>> {
self.inner.get_locations()
}
///
/// Appends an item to `Tags`.
///
/// To override the contents of this collection use [`set_tags`](Self::set_tags).
///
/// <p>A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>.</p>
pub fn tags(mut self, input: crate::types::Tag) -> Self {
self.inner = self.inner.tags(input);
self
}
/// <p>A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>.</p>
pub fn set_tags(mut self, input: ::std::option::Option<::std::vec::Vec<crate::types::Tag>>) -> Self {
self.inner = self.inner.set_tags(input);
self
}
/// <p>A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>.</p>
pub fn get_tags(&self) -> &::std::option::Option<::std::vec::Vec<crate::types::Tag>> {
self.inner.get_tags()
}
/// <p>The type of compute resource used to host your game servers.</p>
/// <ul>
/// <li>
/// <p><code>EC2</code> – The game server build is deployed to Amazon EC2 instances for cloud hosting. This is the default setting.</p></li>
/// <li>
/// <p><code>ANYWHERE</code> – Game servers and supporting software are deployed to compute resources that you provide and manage. With this compute type, you can also set the <code>AnywhereConfiguration</code> parameter.</p></li>
/// </ul>
pub fn compute_type(mut self, input: crate::types::ComputeType) -> Self {
self.inner = self.inner.compute_type(input);
self
}
/// <p>The type of compute resource used to host your game servers.</p>
/// <ul>
/// <li>
/// <p><code>EC2</code> – The game server build is deployed to Amazon EC2 instances for cloud hosting. This is the default setting.</p></li>
/// <li>
/// <p><code>ANYWHERE</code> – Game servers and supporting software are deployed to compute resources that you provide and manage. With this compute type, you can also set the <code>AnywhereConfiguration</code> parameter.</p></li>
/// </ul>
pub fn set_compute_type(mut self, input: ::std::option::Option<crate::types::ComputeType>) -> Self {
self.inner = self.inner.set_compute_type(input);
self
}
/// <p>The type of compute resource used to host your game servers.</p>
/// <ul>
/// <li>
/// <p><code>EC2</code> – The game server build is deployed to Amazon EC2 instances for cloud hosting. This is the default setting.</p></li>
/// <li>
/// <p><code>ANYWHERE</code> – Game servers and supporting software are deployed to compute resources that you provide and manage. With this compute type, you can also set the <code>AnywhereConfiguration</code> parameter.</p></li>
/// </ul>
pub fn get_compute_type(&self) -> &::std::option::Option<crate::types::ComputeType> {
self.inner.get_compute_type()
}
/// <p>Amazon GameLift Servers Anywhere configuration options.</p>
pub fn anywhere_configuration(mut self, input: crate::types::AnywhereConfiguration) -> Self {
self.inner = self.inner.anywhere_configuration(input);
self
}
/// <p>Amazon GameLift Servers Anywhere configuration options.</p>
pub fn set_anywhere_configuration(mut self, input: ::std::option::Option<crate::types::AnywhereConfiguration>) -> Self {
self.inner = self.inner.set_anywhere_configuration(input);
self
}
/// <p>Amazon GameLift Servers Anywhere configuration options.</p>
pub fn get_anywhere_configuration(&self) -> &::std::option::Option<crate::types::AnywhereConfiguration> {
self.inner.get_anywhere_configuration()
}
/// <p>Prompts Amazon GameLift Servers to generate a shared credentials file for the IAM role that's defined in <code>InstanceRoleArn</code>. The shared credentials file is stored on each fleet instance and refreshed as needed. Use shared credentials for applications that are deployed along with the game server executable, if the game server is integrated with server SDK version 5.x. For more information about using shared credentials, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html"> Communicate with other Amazon Web Services resources from your fleets</a>.</p>
pub fn instance_role_credentials_provider(mut self, input: crate::types::InstanceRoleCredentialsProvider) -> Self {
self.inner = self.inner.instance_role_credentials_provider(input);
self
}
/// <p>Prompts Amazon GameLift Servers to generate a shared credentials file for the IAM role that's defined in <code>InstanceRoleArn</code>. The shared credentials file is stored on each fleet instance and refreshed as needed. Use shared credentials for applications that are deployed along with the game server executable, if the game server is integrated with server SDK version 5.x. For more information about using shared credentials, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html"> Communicate with other Amazon Web Services resources from your fleets</a>.</p>
pub fn set_instance_role_credentials_provider(mut self, input: ::std::option::Option<crate::types::InstanceRoleCredentialsProvider>) -> Self {
self.inner = self.inner.set_instance_role_credentials_provider(input);
self
}
/// <p>Prompts Amazon GameLift Servers to generate a shared credentials file for the IAM role that's defined in <code>InstanceRoleArn</code>. The shared credentials file is stored on each fleet instance and refreshed as needed. Use shared credentials for applications that are deployed along with the game server executable, if the game server is integrated with server SDK version 5.x. For more information about using shared credentials, see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html"> Communicate with other Amazon Web Services resources from your fleets</a>.</p>
pub fn get_instance_role_credentials_provider(&self) -> &::std::option::Option<crate::types::InstanceRoleCredentialsProvider> {
self.inner.get_instance_role_credentials_provider()
}
/// <p>Configures player gateway for your fleet. Player gateway provides benefits such as DDoS protection by rate limiting and validating traffic before it reaches game servers, hiding game server IP addresses from players, and providing updated endpoints when relay endpoints become unhealthy. Note, player gateway is only available for fleets using server SDK 5.x or later game server builds.</p>
/// <p><b>How it works:</b> When enabled, game clients connect to relay endpoints instead of to your game servers. Player gateway validates player gateway tokens and routes traffic to the appropriate game server. Your game backend calls <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetPlayerConnectionDetails.html">GetPlayerConnectionDetails</a> to retrieve relay endpoints and player gateway tokens for your game clients. To learn more about this topic, see <a href="https://docs.aws.amazon.com/gameliftservers/latest/developerguide/ddos-protection-intro.html">DDoS protection with Amazon GameLift Servers player gateway</a>.</p>
/// <p>Possible values include:</p>
/// <ul>
/// <li>
/// <p><code>DISABLED</code> (default) -- Game clients connect to the game server endpoint. Use this when you do not intend to integrate your game with player gateway.</p></li>
/// <li>
/// <p><code>ENABLED</code> -- Player gateway is available in fleet locations where it is supported. Your game backend can call <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetPlayerConnectionDetails.html">GetPlayerConnectionDetails</a> to obtain a player gateway token and endpoints for game clients.</p></li>
/// <li>
/// <p><code>REQUIRED</code> -- Player gateway is available in fleet locations where it is supported, and the fleet can only use locations that support this feature. Attempting to add a remote location to your fleet which does not support player gateway will result in an <code>InvalidRequestException</code>.</p></li>
/// </ul>
pub fn player_gateway_mode(mut self, input: crate::types::PlayerGatewayMode) -> Self {
self.inner = self.inner.player_gateway_mode(input);
self
}
/// <p>Configures player gateway for your fleet. Player gateway provides benefits such as DDoS protection by rate limiting and validating traffic before it reaches game servers, hiding game server IP addresses from players, and providing updated endpoints when relay endpoints become unhealthy. Note, player gateway is only available for fleets using server SDK 5.x or later game server builds.</p>
/// <p><b>How it works:</b> When enabled, game clients connect to relay endpoints instead of to your game servers. Player gateway validates player gateway tokens and routes traffic to the appropriate game server. Your game backend calls <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetPlayerConnectionDetails.html">GetPlayerConnectionDetails</a> to retrieve relay endpoints and player gateway tokens for your game clients. To learn more about this topic, see <a href="https://docs.aws.amazon.com/gameliftservers/latest/developerguide/ddos-protection-intro.html">DDoS protection with Amazon GameLift Servers player gateway</a>.</p>
/// <p>Possible values include:</p>
/// <ul>
/// <li>
/// <p><code>DISABLED</code> (default) -- Game clients connect to the game server endpoint. Use this when you do not intend to integrate your game with player gateway.</p></li>
/// <li>
/// <p><code>ENABLED</code> -- Player gateway is available in fleet locations where it is supported. Your game backend can call <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetPlayerConnectionDetails.html">GetPlayerConnectionDetails</a> to obtain a player gateway token and endpoints for game clients.</p></li>
/// <li>
/// <p><code>REQUIRED</code> -- Player gateway is available in fleet locations where it is supported, and the fleet can only use locations that support this feature. Attempting to add a remote location to your fleet which does not support player gateway will result in an <code>InvalidRequestException</code>.</p></li>
/// </ul>
pub fn set_player_gateway_mode(mut self, input: ::std::option::Option<crate::types::PlayerGatewayMode>) -> Self {
self.inner = self.inner.set_player_gateway_mode(input);
self
}
/// <p>Configures player gateway for your fleet. Player gateway provides benefits such as DDoS protection by rate limiting and validating traffic before it reaches game servers, hiding game server IP addresses from players, and providing updated endpoints when relay endpoints become unhealthy. Note, player gateway is only available for fleets using server SDK 5.x or later game server builds.</p>
/// <p><b>How it works:</b> When enabled, game clients connect to relay endpoints instead of to your game servers. Player gateway validates player gateway tokens and routes traffic to the appropriate game server. Your game backend calls <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetPlayerConnectionDetails.html">GetPlayerConnectionDetails</a> to retrieve relay endpoints and player gateway tokens for your game clients. To learn more about this topic, see <a href="https://docs.aws.amazon.com/gameliftservers/latest/developerguide/ddos-protection-intro.html">DDoS protection with Amazon GameLift Servers player gateway</a>.</p>
/// <p>Possible values include:</p>
/// <ul>
/// <li>
/// <p><code>DISABLED</code> (default) -- Game clients connect to the game server endpoint. Use this when you do not intend to integrate your game with player gateway.</p></li>
/// <li>
/// <p><code>ENABLED</code> -- Player gateway is available in fleet locations where it is supported. Your game backend can call <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_GetPlayerConnectionDetails.html">GetPlayerConnectionDetails</a> to obtain a player gateway token and endpoints for game clients.</p></li>
/// <li>
/// <p><code>REQUIRED</code> -- Player gateway is available in fleet locations where it is supported, and the fleet can only use locations that support this feature. Attempting to add a remote location to your fleet which does not support player gateway will result in an <code>InvalidRequestException</code>.</p></li>
/// </ul>
pub fn get_player_gateway_mode(&self) -> &::std::option::Option<crate::types::PlayerGatewayMode> {
self.inner.get_player_gateway_mode()
}
/// <p>Configuration settings for player gateway. Use this to specify advanced options for how player gateway handles connections.</p>
pub fn player_gateway_configuration(mut self, input: crate::types::PlayerGatewayConfiguration) -> Self {
self.inner = self.inner.player_gateway_configuration(input);
self
}
/// <p>Configuration settings for player gateway. Use this to specify advanced options for how player gateway handles connections.</p>
pub fn set_player_gateway_configuration(mut self, input: ::std::option::Option<crate::types::PlayerGatewayConfiguration>) -> Self {
self.inner = self.inner.set_player_gateway_configuration(input);
self
}
/// <p>Configuration settings for player gateway. Use this to specify advanced options for how player gateway handles connections.</p>
pub fn get_player_gateway_configuration(&self) -> &::std::option::Option<crate::types::PlayerGatewayConfiguration> {
self.inner.get_player_gateway_configuration()
}
}