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// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(::std::clone::Clone, ::std::cmp::PartialEq)]
pub struct CreatePlayerSessionsInput {
/// <p>An identifier for the game session that is unique across all regions to add players 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 game_session_id: ::std::option::Option<::std::string::String>,
/// <p>List of unique identifiers for the players to be added.</p>
pub player_ids: ::std::option::Option<::std::vec::Vec<::std::string::String>>,
/// <p>Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the <code>PlayerIds</code> parameter are ignored.</p>
pub player_data_map: ::std::option::Option<::std::collections::HashMap<::std::string::String, ::std::string::String>>,
}
impl CreatePlayerSessionsInput {
/// <p>An identifier for the game session that is unique across all regions to add players 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(&self) -> ::std::option::Option<&str> {
self.game_session_id.as_deref()
}
/// <p>List of unique identifiers for the players to be added.</p>
///
/// If no value was sent for this field, a default will be set. If you want to determine if no value was sent, use `.player_ids.is_none()`.
pub fn player_ids(&self) -> &[::std::string::String] {
self.player_ids.as_deref().unwrap_or_default()
}
/// <p>Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the <code>PlayerIds</code> parameter are ignored.</p>
pub fn player_data_map(&self) -> ::std::option::Option<&::std::collections::HashMap<::std::string::String, ::std::string::String>> {
self.player_data_map.as_ref()
}
}
impl ::std::fmt::Debug for CreatePlayerSessionsInput {
fn fmt(&self, f: &mut ::std::fmt::Formatter<'_>) -> ::std::fmt::Result {
let mut formatter = f.debug_struct("CreatePlayerSessionsInput");
formatter.field("game_session_id", &self.game_session_id);
formatter.field("player_ids", &"*** Sensitive Data Redacted ***");
formatter.field("player_data_map", &self.player_data_map);
formatter.finish()
}
}
impl CreatePlayerSessionsInput {
/// Creates a new builder-style object to manufacture [`CreatePlayerSessionsInput`](crate::operation::create_player_sessions::CreatePlayerSessionsInput).
pub fn builder() -> crate::operation::create_player_sessions::builders::CreatePlayerSessionsInputBuilder {
crate::operation::create_player_sessions::builders::CreatePlayerSessionsInputBuilder::default()
}
}
/// A builder for [`CreatePlayerSessionsInput`](crate::operation::create_player_sessions::CreatePlayerSessionsInput).
#[derive(::std::clone::Clone, ::std::cmp::PartialEq, ::std::default::Default)]
#[non_exhaustive]
pub struct CreatePlayerSessionsInputBuilder {
pub(crate) game_session_id: ::std::option::Option<::std::string::String>,
pub(crate) player_ids: ::std::option::Option<::std::vec::Vec<::std::string::String>>,
pub(crate) player_data_map: ::std::option::Option<::std::collections::HashMap<::std::string::String, ::std::string::String>>,
}
impl CreatePlayerSessionsInputBuilder {
/// <p>An identifier for the game session that is unique across all regions to add players 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>
/// This field is required.
pub fn game_session_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.game_session_id = ::std::option::Option::Some(input.into());
self
}
/// <p>An identifier for the game session that is unique across all regions to add players 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.game_session_id = input;
self
}
/// <p>An identifier for the game session that is unique across all regions to add players 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.game_session_id
}
/// Appends an item to `player_ids`.
///
/// To override the contents of this collection use [`set_player_ids`](Self::set_player_ids).
///
/// <p>List of unique identifiers for the players to be added.</p>
pub fn player_ids(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
let mut v = self.player_ids.unwrap_or_default();
v.push(input.into());
self.player_ids = ::std::option::Option::Some(v);
self
}
/// <p>List of unique identifiers for the players to be added.</p>
pub fn set_player_ids(mut self, input: ::std::option::Option<::std::vec::Vec<::std::string::String>>) -> Self {
self.player_ids = input;
self
}
/// <p>List of unique identifiers for the players to be added.</p>
pub fn get_player_ids(&self) -> &::std::option::Option<::std::vec::Vec<::std::string::String>> {
&self.player_ids
}
/// Adds a key-value pair to `player_data_map`.
///
/// To override the contents of this collection use [`set_player_data_map`](Self::set_player_data_map).
///
/// <p>Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the <code>PlayerIds</code> parameter are ignored.</p>
pub fn player_data_map(
mut self,
k: impl ::std::convert::Into<::std::string::String>,
v: impl ::std::convert::Into<::std::string::String>,
) -> Self {
let mut hash_map = self.player_data_map.unwrap_or_default();
hash_map.insert(k.into(), v.into());
self.player_data_map = ::std::option::Option::Some(hash_map);
self
}
/// <p>Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the <code>PlayerIds</code> parameter are ignored.</p>
pub fn set_player_data_map(
mut self,
input: ::std::option::Option<::std::collections::HashMap<::std::string::String, ::std::string::String>>,
) -> Self {
self.player_data_map = input;
self
}
/// <p>Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift Servers does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the <code>PlayerIds</code> parameter are ignored.</p>
pub fn get_player_data_map(&self) -> &::std::option::Option<::std::collections::HashMap<::std::string::String, ::std::string::String>> {
&self.player_data_map
}
/// Consumes the builder and constructs a [`CreatePlayerSessionsInput`](crate::operation::create_player_sessions::CreatePlayerSessionsInput).
pub fn build(
self,
) -> ::std::result::Result<crate::operation::create_player_sessions::CreatePlayerSessionsInput, ::aws_smithy_types::error::operation::BuildError>
{
::std::result::Result::Ok(crate::operation::create_player_sessions::CreatePlayerSessionsInput {
game_session_id: self.game_session_id,
player_ids: self.player_ids,
player_data_map: self.player_data_map,
})
}
}
impl ::std::fmt::Debug for CreatePlayerSessionsInputBuilder {
fn fmt(&self, f: &mut ::std::fmt::Formatter<'_>) -> ::std::fmt::Result {
let mut formatter = f.debug_struct("CreatePlayerSessionsInputBuilder");
formatter.field("game_session_id", &self.game_session_id);
formatter.field("player_ids", &"*** Sensitive Data Redacted ***");
formatter.field("player_data_map", &self.player_data_map);
formatter.finish()
}
}