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.
#[allow(missing_docs)] // documentation missing in model
#[non_exhaustive]
#[derive(::std::clone::Clone, ::std::cmp::PartialEq)]
pub struct DescribePlayerSessionsInput {
    /// <p>An identifier for the game session that is unique across all regions to retrieve player sessions for. 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>A unique identifier for a player to retrieve player sessions for.</p>
    pub player_id: ::std::option::Option<::std::string::String>,
    /// <p>A unique identifier for a player session to retrieve.</p>
    pub player_session_id: ::std::option::Option<::std::string::String>,
    /// <p>Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.</p>
    /// <p>Possible player session statuses include the following:</p>
    /// <ul>
    /// <li>
    /// <p><b>RESERVED</b> -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.</p></li>
    /// <li>
    /// <p><b>ACTIVE</b> -- The player has been validated by the server process and is currently connected.</p></li>
    /// <li>
    /// <p><b>COMPLETED</b> -- The player connection has been dropped.</p></li>
    /// <li>
    /// <p><b>TIMEDOUT</b> -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).</p></li>
    /// </ul>
    pub player_session_status_filter: ::std::option::Option<::std::string::String>,
    /// <p>The maximum number of results to return. Use this parameter with <code>NextToken</code> to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.</p>
    pub limit: ::std::option::Option<i32>,
    /// <p>A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.</p>
    pub next_token: ::std::option::Option<::std::string::String>,
}
impl DescribePlayerSessionsInput {
    /// <p>An identifier for the game session that is unique across all regions to retrieve player sessions for. 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>A unique identifier for a player to retrieve player sessions for.</p>
    pub fn player_id(&self) -> ::std::option::Option<&str> {
        self.player_id.as_deref()
    }
    /// <p>A unique identifier for a player session to retrieve.</p>
    pub fn player_session_id(&self) -> ::std::option::Option<&str> {
        self.player_session_id.as_deref()
    }
    /// <p>Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.</p>
    /// <p>Possible player session statuses include the following:</p>
    /// <ul>
    /// <li>
    /// <p><b>RESERVED</b> -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.</p></li>
    /// <li>
    /// <p><b>ACTIVE</b> -- The player has been validated by the server process and is currently connected.</p></li>
    /// <li>
    /// <p><b>COMPLETED</b> -- The player connection has been dropped.</p></li>
    /// <li>
    /// <p><b>TIMEDOUT</b> -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).</p></li>
    /// </ul>
    pub fn player_session_status_filter(&self) -> ::std::option::Option<&str> {
        self.player_session_status_filter.as_deref()
    }
    /// <p>The maximum number of results to return. Use this parameter with <code>NextToken</code> to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.</p>
    pub fn limit(&self) -> ::std::option::Option<i32> {
        self.limit
    }
    /// <p>A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.</p>
    pub fn next_token(&self) -> ::std::option::Option<&str> {
        self.next_token.as_deref()
    }
}
impl ::std::fmt::Debug for DescribePlayerSessionsInput {
    fn fmt(&self, f: &mut ::std::fmt::Formatter<'_>) -> ::std::fmt::Result {
        let mut formatter = f.debug_struct("DescribePlayerSessionsInput");
        formatter.field("game_session_id", &self.game_session_id);
        formatter.field("player_id", &"*** Sensitive Data Redacted ***");
        formatter.field("player_session_id", &self.player_session_id);
        formatter.field("player_session_status_filter", &self.player_session_status_filter);
        formatter.field("limit", &self.limit);
        formatter.field("next_token", &self.next_token);
        formatter.finish()
    }
}
impl DescribePlayerSessionsInput {
    /// Creates a new builder-style object to manufacture [`DescribePlayerSessionsInput`](crate::operation::describe_player_sessions::DescribePlayerSessionsInput).
    pub fn builder() -> crate::operation::describe_player_sessions::builders::DescribePlayerSessionsInputBuilder {
        crate::operation::describe_player_sessions::builders::DescribePlayerSessionsInputBuilder::default()
    }
}

/// A builder for [`DescribePlayerSessionsInput`](crate::operation::describe_player_sessions::DescribePlayerSessionsInput).
#[derive(::std::clone::Clone, ::std::cmp::PartialEq, ::std::default::Default)]
#[non_exhaustive]
pub struct DescribePlayerSessionsInputBuilder {
    pub(crate) game_session_id: ::std::option::Option<::std::string::String>,
    pub(crate) player_id: ::std::option::Option<::std::string::String>,
    pub(crate) player_session_id: ::std::option::Option<::std::string::String>,
    pub(crate) player_session_status_filter: ::std::option::Option<::std::string::String>,
    pub(crate) limit: ::std::option::Option<i32>,
    pub(crate) next_token: ::std::option::Option<::std::string::String>,
}
impl DescribePlayerSessionsInputBuilder {
    /// <p>An identifier for the game session that is unique across all regions to retrieve player sessions for. 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.game_session_id = ::std::option::Option::Some(input.into());
        self
    }
    /// <p>An identifier for the game session that is unique across all regions to retrieve player sessions for. 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 retrieve player sessions for. 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
    }
    /// <p>A unique identifier for a player to retrieve player sessions for.</p>
    pub fn player_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.player_id = ::std::option::Option::Some(input.into());
        self
    }
    /// <p>A unique identifier for a player to retrieve player sessions for.</p>
    pub fn set_player_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.player_id = input;
        self
    }
    /// <p>A unique identifier for a player to retrieve player sessions for.</p>
    pub fn get_player_id(&self) -> &::std::option::Option<::std::string::String> {
        &self.player_id
    }
    /// <p>A unique identifier for a player session to retrieve.</p>
    pub fn player_session_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.player_session_id = ::std::option::Option::Some(input.into());
        self
    }
    /// <p>A unique identifier for a player session to retrieve.</p>
    pub fn set_player_session_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.player_session_id = input;
        self
    }
    /// <p>A unique identifier for a player session to retrieve.</p>
    pub fn get_player_session_id(&self) -> &::std::option::Option<::std::string::String> {
        &self.player_session_id
    }
    /// <p>Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.</p>
    /// <p>Possible player session statuses include the following:</p>
    /// <ul>
    /// <li>
    /// <p><b>RESERVED</b> -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.</p></li>
    /// <li>
    /// <p><b>ACTIVE</b> -- The player has been validated by the server process and is currently connected.</p></li>
    /// <li>
    /// <p><b>COMPLETED</b> -- The player connection has been dropped.</p></li>
    /// <li>
    /// <p><b>TIMEDOUT</b> -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).</p></li>
    /// </ul>
    pub fn player_session_status_filter(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.player_session_status_filter = ::std::option::Option::Some(input.into());
        self
    }
    /// <p>Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.</p>
    /// <p>Possible player session statuses include the following:</p>
    /// <ul>
    /// <li>
    /// <p><b>RESERVED</b> -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.</p></li>
    /// <li>
    /// <p><b>ACTIVE</b> -- The player has been validated by the server process and is currently connected.</p></li>
    /// <li>
    /// <p><b>COMPLETED</b> -- The player connection has been dropped.</p></li>
    /// <li>
    /// <p><b>TIMEDOUT</b> -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).</p></li>
    /// </ul>
    pub fn set_player_session_status_filter(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.player_session_status_filter = input;
        self
    }
    /// <p>Player session status to filter results on. Note that when a PlayerSessionId or PlayerId is provided in a DescribePlayerSessions request, then the PlayerSessionStatusFilter has no effect on the response.</p>
    /// <p>Possible player session statuses include the following:</p>
    /// <ul>
    /// <li>
    /// <p><b>RESERVED</b> -- The player session request has been received, but the player has not yet connected to the server process and/or been validated.</p></li>
    /// <li>
    /// <p><b>ACTIVE</b> -- The player has been validated by the server process and is currently connected.</p></li>
    /// <li>
    /// <p><b>COMPLETED</b> -- The player connection has been dropped.</p></li>
    /// <li>
    /// <p><b>TIMEDOUT</b> -- A player session request was received, but the player did not connect and/or was not validated within the timeout limit (60 seconds).</p></li>
    /// </ul>
    pub fn get_player_session_status_filter(&self) -> &::std::option::Option<::std::string::String> {
        &self.player_session_status_filter
    }
    /// <p>The maximum number of results to return. Use this parameter with <code>NextToken</code> to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.</p>
    pub fn limit(mut self, input: i32) -> Self {
        self.limit = ::std::option::Option::Some(input);
        self
    }
    /// <p>The maximum number of results to return. Use this parameter with <code>NextToken</code> to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.</p>
    pub fn set_limit(mut self, input: ::std::option::Option<i32>) -> Self {
        self.limit = input;
        self
    }
    /// <p>The maximum number of results to return. Use this parameter with <code>NextToken</code> to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.</p>
    pub fn get_limit(&self) -> &::std::option::Option<i32> {
        &self.limit
    }
    /// <p>A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.</p>
    pub fn next_token(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.next_token = ::std::option::Option::Some(input.into());
        self
    }
    /// <p>A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.</p>
    pub fn set_next_token(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.next_token = input;
        self
    }
    /// <p>A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.</p>
    pub fn get_next_token(&self) -> &::std::option::Option<::std::string::String> {
        &self.next_token
    }
    /// Consumes the builder and constructs a [`DescribePlayerSessionsInput`](crate::operation::describe_player_sessions::DescribePlayerSessionsInput).
    pub fn build(
        self,
    ) -> ::std::result::Result<
        crate::operation::describe_player_sessions::DescribePlayerSessionsInput,
        ::aws_smithy_types::error::operation::BuildError,
    > {
        ::std::result::Result::Ok(crate::operation::describe_player_sessions::DescribePlayerSessionsInput {
            game_session_id: self.game_session_id,
            player_id: self.player_id,
            player_session_id: self.player_session_id,
            player_session_status_filter: self.player_session_status_filter,
            limit: self.limit,
            next_token: self.next_token,
        })
    }
}
impl ::std::fmt::Debug for DescribePlayerSessionsInputBuilder {
    fn fmt(&self, f: &mut ::std::fmt::Formatter<'_>) -> ::std::fmt::Result {
        let mut formatter = f.debug_struct("DescribePlayerSessionsInputBuilder");
        formatter.field("game_session_id", &self.game_session_id);
        formatter.field("player_id", &"*** Sensitive Data Redacted ***");
        formatter.field("player_session_id", &self.player_session_id);
        formatter.field("player_session_status_filter", &self.player_session_status_filter);
        formatter.field("limit", &self.limit);
        formatter.field("next_token", &self.next_token);
        formatter.finish()
    }
}