aws-sdk-gamelift 1.119.0

AWS SDK for Amazon GameLift
Documentation
// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
pub use crate::operation::create_player_session::_create_player_session_input::CreatePlayerSessionInputBuilder;

pub use crate::operation::create_player_session::_create_player_session_output::CreatePlayerSessionOutputBuilder;

impl crate::operation::create_player_session::builders::CreatePlayerSessionInputBuilder {
    /// 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_player_session::CreatePlayerSessionOutput,
        ::aws_smithy_runtime_api::client::result::SdkError<
            crate::operation::create_player_session::CreatePlayerSessionError,
            ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
        >,
    > {
        let mut fluent_builder = client.create_player_session();
        fluent_builder.inner = self;
        fluent_builder.send().await
    }
}
/// Fluent builder constructing a request to `CreatePlayerSession`.
///
/// <p><b>This API works with the following fleet types:</b> EC2, Anywhere, Container</p>
/// <p>Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in <code>ACTIVE</code> status and has a player creation policy of <code>ACCEPT_ALL</code>. You can add a group of players to a game session with <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreatePlayerSessions.html">CreatePlayerSessions</a> .</p>
/// <p>To create a player session, specify a game session ID, player ID, and optionally a set of player data.</p>
/// <p>If successful, a slot is reserved in the game session for the player and a new <code>PlayerSessions</code> object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the Amazon GameLift Servers service. Player sessions cannot be updated.</p>
/// <p>The maximum number of players per game session is 200. It is not adjustable.</p>
/// <p><b>Related actions</b></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 CreatePlayerSessionFluentBuilder {
    handle: ::std::sync::Arc<crate::client::Handle>,
    inner: crate::operation::create_player_session::builders::CreatePlayerSessionInputBuilder,
    config_override: ::std::option::Option<crate::config::Builder>,
}
impl
    crate::client::customize::internal::CustomizableSend<
        crate::operation::create_player_session::CreatePlayerSessionOutput,
        crate::operation::create_player_session::CreatePlayerSessionError,
    > for CreatePlayerSessionFluentBuilder
{
    fn send(
        self,
        config_override: crate::config::Builder,
    ) -> crate::client::customize::internal::BoxFuture<
        crate::client::customize::internal::SendResult<
            crate::operation::create_player_session::CreatePlayerSessionOutput,
            crate::operation::create_player_session::CreatePlayerSessionError,
        >,
    > {
        ::std::boxed::Box::pin(async move { self.config_override(config_override).send().await })
    }
}
impl CreatePlayerSessionFluentBuilder {
    /// Creates a new `CreatePlayerSessionFluentBuilder`.
    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 CreatePlayerSession as a reference.
    pub fn as_input(&self) -> &crate::operation::create_player_session::builders::CreatePlayerSessionInputBuilder {
        &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_player_session::CreatePlayerSessionOutput,
        ::aws_smithy_runtime_api::client::result::SdkError<
            crate::operation::create_player_session::CreatePlayerSessionError,
            ::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_player_session::CreatePlayerSession::operation_runtime_plugins(
            self.handle.runtime_plugins.clone(),
            &self.handle.conf,
            self.config_override,
        );
        crate::operation::create_player_session::CreatePlayerSession::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_player_session::CreatePlayerSessionOutput,
        crate::operation::create_player_session::CreatePlayerSessionError,
        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>An identifier for the game session that is unique across all regions to add a player to. The value is always a full ARN in the following format: For Home Region game session - <code>arn:aws:gamelift:<home_region>
    /// ::gamesession/
    /// <fleet id>
    /// /
    /// <id string></id>
    /// </fleet>
    /// </home_region></code>. For Remote Location game session - <code>arn:aws:gamelift:<home_region>
    /// ::gamesession/
    /// <fleet id>
    /// /
    /// <location>
    /// /
    /// <id string></id>
    /// </location>
    /// </fleet>
    /// </home_region></code>.</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>An identifier for the game session that is unique across all regions to add a player to. The value is always a full ARN in the following format: For Home Region game session - <code>arn:aws:gamelift:<home_region>
    /// ::gamesession/
    /// <fleet id>
    /// /
    /// <id string></id>
    /// </fleet>
    /// </home_region></code>. For Remote Location game session - <code>arn:aws:gamelift:<home_region>
    /// ::gamesession/
    /// <fleet id>
    /// /
    /// <location>
    /// /
    /// <id string></id>
    /// </location>
    /// </fleet>
    /// </home_region></code>.</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>An identifier for the game session that is unique across all regions to add a player to. The value is always a full ARN in the following format: For Home Region game session - <code>arn:aws:gamelift:<home_region>
    /// ::gamesession/
    /// <fleet id>
    /// /
    /// <id string></id>
    /// </fleet>
    /// </home_region></code>. For Remote Location game session - <code>arn:aws:gamelift:<home_region>
    /// ::gamesession/
    /// <fleet id>
    /// /
    /// <location>
    /// /
    /// <id string></id>
    /// </location>
    /// </fleet>
    /// </home_region></code>.</p>
    pub fn get_game_session_id(&self) -> &::std::option::Option<::std::string::String> {
        self.inner.get_game_session_id()
    }
    /// <p>A unique identifier for a player. Player IDs are developer-defined.</p>
    pub fn player_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.inner = self.inner.player_id(input.into());
        self
    }
    /// <p>A unique identifier for a player. Player IDs are developer-defined.</p>
    pub fn set_player_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.inner = self.inner.set_player_id(input);
        self
    }
    /// <p>A unique identifier for a player. Player IDs are developer-defined.</p>
    pub fn get_player_id(&self) -> &::std::option::Option<::std::string::String> {
        self.inner.get_player_id()
    }
    /// <p>Developer-defined information related to a player. Amazon GameLift Servers 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 ::std::convert::Into<::std::string::String>) -> Self {
        self.inner = self.inner.player_data(input.into());
        self
    }
    /// <p>Developer-defined information related to a player. Amazon GameLift Servers 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.inner = self.inner.set_player_data(input);
        self
    }
    /// <p>Developer-defined information related to a player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game.</p>
    pub fn get_player_data(&self) -> &::std::option::Option<::std::string::String> {
        self.inner.get_player_data()
    }
}