Files
google-apis-rs/gen/gamesmanagement1_management/src/lib.rs
2020-07-10 09:41:44 +08:00

5493 lines
240 KiB
Rust

// DO NOT EDIT !
// This file was generated automatically from 'src/mako/api/lib.rs.mako'
// DO NOT EDIT !
//! This documentation was generated from *Games Management* crate version *1.0.14+20200701*, where *20200701* is the exact revision of the *gamesManagement:v1management* schema built by the [mako](http://www.makotemplates.org/) code generator *v1.0.14*.
//!
//! Everything else about the *Games Management* *v1_management* API can be found at the
//! [official documentation site](https://developers.google.com/games/).
//! The original source code is [on github](https://github.com/Byron/google-apis-rs/tree/master/gen/gamesmanagement1_management).
//! # Features
//!
//! Handle the following *Resources* with ease from the central [hub](struct.GamesManagement.html) ...
//!
//! * achievements
//! * [*reset*](struct.AchievementResetCall.html), [*reset all*](struct.AchievementResetAllCall.html), [*reset all for all players*](struct.AchievementResetAllForAllPlayerCall.html), [*reset for all players*](struct.AchievementResetForAllPlayerCall.html) and [*reset multiple for all players*](struct.AchievementResetMultipleForAllPlayerCall.html)
//! * applications
//! * [*list hidden*](struct.ApplicationListHiddenCall.html)
//! * events
//! * [*reset*](struct.EventResetCall.html), [*reset all*](struct.EventResetAllCall.html), [*reset all for all players*](struct.EventResetAllForAllPlayerCall.html), [*reset for all players*](struct.EventResetForAllPlayerCall.html) and [*reset multiple for all players*](struct.EventResetMultipleForAllPlayerCall.html)
//! * [players](struct.Player.html)
//! * [*hide*](struct.PlayerHideCall.html) and [*unhide*](struct.PlayerUnhideCall.html)
//! * scores
//! * [*reset*](struct.ScoreResetCall.html), [*reset all*](struct.ScoreResetAllCall.html), [*reset all for all players*](struct.ScoreResetAllForAllPlayerCall.html), [*reset for all players*](struct.ScoreResetForAllPlayerCall.html) and [*reset multiple for all players*](struct.ScoreResetMultipleForAllPlayerCall.html)
//!
//!
//!
//!
//! Not what you are looking for ? Find all other Google APIs in their Rust [documentation index](http://byron.github.io/google-apis-rs).
//!
//! # Structure of this Library
//!
//! The API is structured into the following primary items:
//!
//! * **[Hub](struct.GamesManagement.html)**
//! * a central object to maintain state and allow accessing all *Activities*
//! * creates [*Method Builders*](trait.MethodsBuilder.html) which in turn
//! allow access to individual [*Call Builders*](trait.CallBuilder.html)
//! * **[Resources](trait.Resource.html)**
//! * primary types that you can apply *Activities* to
//! * a collection of properties and *Parts*
//! * **[Parts](trait.Part.html)**
//! * a collection of properties
//! * never directly used in *Activities*
//! * **[Activities](trait.CallBuilder.html)**
//! * operations to apply to *Resources*
//!
//! All *structures* are marked with applicable traits to further categorize them and ease browsing.
//!
//! Generally speaking, you can invoke *Activities* like this:
//!
//! ```Rust,ignore
//! let r = hub.resource().activity(...).doit()
//! ```
//!
//! Or specifically ...
//!
//! ```ignore
//! let r = hub.players().hide(...).doit()
//! let r = hub.players().unhide(...).doit()
//! ```
//!
//! The `resource()` and `activity(...)` calls create [builders][builder-pattern]. The second one dealing with `Activities`
//! supports various methods to configure the impending operation (not shown here). It is made such that all required arguments have to be
//! specified right away (i.e. `(...)`), whereas all optional ones can be [build up][builder-pattern] as desired.
//! The `doit()` method performs the actual communication with the server and returns the respective result.
//!
//! # Usage
//!
//! ## Setting up your Project
//!
//! To use this library, you would put the following lines into your `Cargo.toml` file:
//!
//! ```toml
//! [dependencies]
//! google-gamesmanagement1_management = "*"
//! # This project intentionally uses an old version of Hyper. See
//! # https://github.com/Byron/google-apis-rs/issues/173 for more
//! # information.
//! hyper = "^0.10"
//! hyper-rustls = "^0.6"
//! serde = "^1.0"
//! serde_json = "^1.0"
//! yup-oauth2 = "^1.0"
//! ```
//!
//! ## A complete example
//!
//! ```test_harness,no_run
//! extern crate hyper;
//! extern crate hyper_rustls;
//! extern crate yup_oauth2 as oauth2;
//! extern crate google_gamesmanagement1_management as gamesmanagement1_management;
//! use gamesmanagement1_management::{Result, Error};
//! # #[test] fn egal() {
//! use std::default::Default;
//! use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
//! use gamesmanagement1_management::GamesManagement;
//!
//! // Get an ApplicationSecret instance by some means. It contains the `client_id` and
//! // `client_secret`, among other things.
//! let secret: ApplicationSecret = Default::default();
//! // Instantiate the authenticator. It will choose a suitable authentication flow for you,
//! // unless you replace `None` with the desired Flow.
//! // Provide your own `AuthenticatorDelegate` to adjust the way it operates and get feedback about
//! // what's going on. You probably want to bring in your own `TokenStorage` to persist tokens and
//! // retrieve them from storage.
//! let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
//! hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
//! <MemoryStorage as Default>::default(), None);
//! let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
//! // You can configure optional parameters by calling the respective setters at will, and
//! // execute the final call using `doit()`.
//! // Values shown here are possibly random and not representative !
//! let result = hub.players().hide("applicationId", "playerId")
//! .doit();
//!
//! match result {
//! Err(e) => match e {
//! // The Error enum provides details about what exactly happened.
//! // You can also just use its `Debug`, `Display` or `Error` traits
//! Error::HttpError(_)
//! |Error::MissingAPIKey
//! |Error::MissingToken(_)
//! |Error::Cancelled
//! |Error::UploadSizeLimitExceeded(_, _)
//! |Error::Failure(_)
//! |Error::BadRequest(_)
//! |Error::FieldClash(_)
//! |Error::JsonDecodeError(_, _) => println!("{}", e),
//! },
//! Ok(res) => println!("Success: {:?}", res),
//! }
//! # }
//! ```
//! ## Handling Errors
//!
//! All errors produced by the system are provided either as [Result](enum.Result.html) enumeration as return value of
//! the doit() methods, or handed as possibly intermediate results to either the
//! [Hub Delegate](trait.Delegate.html), or the [Authenticator Delegate](https://docs.rs/yup-oauth2/*/yup_oauth2/trait.AuthenticatorDelegate.html).
//!
//! When delegates handle errors or intermediate values, they may have a chance to instruct the system to retry. This
//! makes the system potentially resilient to all kinds of errors.
//!
//! ## Uploads and Downloads
//! If a method supports downloads, the response body, which is part of the [Result](enum.Result.html), should be
//! read by you to obtain the media.
//! If such a method also supports a [Response Result](trait.ResponseResult.html), it will return that by default.
//! You can see it as meta-data for the actual media. To trigger a media download, you will have to set up the builder by making
//! this call: `.param("alt", "media")`.
//!
//! Methods supporting uploads can do so using up to 2 different protocols:
//! *simple* and *resumable*. The distinctiveness of each is represented by customized
//! `doit(...)` methods, which are then named `upload(...)` and `upload_resumable(...)` respectively.
//!
//! ## Customization and Callbacks
//!
//! You may alter the way an `doit()` method is called by providing a [delegate](trait.Delegate.html) to the
//! [Method Builder](trait.CallBuilder.html) before making the final `doit()` call.
//! Respective methods will be called to provide progress information, as well as determine whether the system should
//! retry on failure.
//!
//! The [delegate trait](trait.Delegate.html) is default-implemented, allowing you to customize it with minimal effort.
//!
//! ## Optional Parts in Server-Requests
//!
//! All structures provided by this library are made to be [encodable](trait.RequestValue.html) and
//! [decodable](trait.ResponseResult.html) via *json*. Optionals are used to indicate that partial requests are responses
//! are valid.
//! Most optionals are are considered [Parts](trait.Part.html) which are identifiable by name, which will be sent to
//! the server to indicate either the set parts of the request or the desired parts in the response.
//!
//! ## Builder Arguments
//!
//! Using [method builders](trait.CallBuilder.html), you are able to prepare an action call by repeatedly calling it's methods.
//! These will always take a single argument, for which the following statements are true.
//!
//! * [PODs][wiki-pod] are handed by copy
//! * strings are passed as `&str`
//! * [request values](trait.RequestValue.html) are moved
//!
//! Arguments will always be copied or cloned into the builder, to make them independent of their original life times.
//!
//! [wiki-pod]: http://en.wikipedia.org/wiki/Plain_old_data_structure
//! [builder-pattern]: http://en.wikipedia.org/wiki/Builder_pattern
//! [google-go-api]: https://github.com/google/google-api-go-client
//!
//!
// Unused attributes happen thanks to defined, but unused structures
// We don't warn about this, as depending on the API, some data structures or facilities are never used.
// Instead of pre-determining this, we just disable the lint. It's manually tuned to not have any
// unused imports in fully featured APIs. Same with unused_mut ... .
#![allow(unused_imports, unused_mut, dead_code)]
// DO NOT EDIT !
// This file was generated automatically from 'src/mako/api/lib.rs.mako'
// DO NOT EDIT !
#[macro_use]
extern crate serde_derive;
extern crate hyper;
extern crate serde;
extern crate serde_json;
extern crate yup_oauth2 as oauth2;
extern crate mime;
extern crate url;
mod cmn;
use std::collections::HashMap;
use std::cell::RefCell;
use std::borrow::BorrowMut;
use std::default::Default;
use std::collections::BTreeMap;
use serde_json as json;
use std::io;
use std::fs;
use std::mem;
use std::thread::sleep;
use std::time::Duration;
pub use cmn::*;
// ##############
// UTILITIES ###
// ############
/// Identifies the an OAuth2 authorization scope.
/// A scope is needed when requesting an
/// [authorization token](https://developers.google.com/youtube/v3/guides/authentication).
#[derive(PartialEq, Eq, Hash)]
pub enum Scope {
/// Create, edit, and delete your Google Play Games activity
Game,
}
impl AsRef<str> for Scope {
fn as_ref(&self) -> &str {
match *self {
Scope::Game => "https://www.googleapis.com/auth/games",
}
}
}
impl Default for Scope {
fn default() -> Scope {
Scope::Game
}
}
// ########
// HUB ###
// ######
/// Central instance to access all GamesManagement related resource activities
///
/// # Examples
///
/// Instantiate a new hub
///
/// ```test_harness,no_run
/// extern crate hyper;
/// extern crate hyper_rustls;
/// extern crate yup_oauth2 as oauth2;
/// extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// use gamesmanagement1_management::{Result, Error};
/// # #[test] fn egal() {
/// use std::default::Default;
/// use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// use gamesmanagement1_management::GamesManagement;
///
/// // Get an ApplicationSecret instance by some means. It contains the `client_id` and
/// // `client_secret`, among other things.
/// let secret: ApplicationSecret = Default::default();
/// // Instantiate the authenticator. It will choose a suitable authentication flow for you,
/// // unless you replace `None` with the desired Flow.
/// // Provide your own `AuthenticatorDelegate` to adjust the way it operates and get feedback about
/// // what's going on. You probably want to bring in your own `TokenStorage` to persist tokens and
/// // retrieve them from storage.
/// let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// <MemoryStorage as Default>::default(), None);
/// let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.players().hide("applicationId", "playerId")
/// .doit();
///
/// match result {
/// Err(e) => match e {
/// // The Error enum provides details about what exactly happened.
/// // You can also just use its `Debug`, `Display` or `Error` traits
/// Error::HttpError(_)
/// |Error::MissingAPIKey
/// |Error::MissingToken(_)
/// |Error::Cancelled
/// |Error::UploadSizeLimitExceeded(_, _)
/// |Error::Failure(_)
/// |Error::BadRequest(_)
/// |Error::FieldClash(_)
/// |Error::JsonDecodeError(_, _) => println!("{}", e),
/// },
/// Ok(res) => println!("Success: {:?}", res),
/// }
/// # }
/// ```
pub struct GamesManagement<C, A> {
client: RefCell<C>,
auth: RefCell<A>,
_user_agent: String,
_base_url: String,
_root_url: String,
}
impl<'a, C, A> Hub for GamesManagement<C, A> {}
impl<'a, C, A> GamesManagement<C, A>
where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
pub fn new(client: C, authenticator: A) -> GamesManagement<C, A> {
GamesManagement {
client: RefCell::new(client),
auth: RefCell::new(authenticator),
_user_agent: "google-api-rust-client/1.0.14".to_string(),
_base_url: "https://www.googleapis.com/".to_string(),
_root_url: "https://www.googleapis.com/".to_string(),
}
}
pub fn achievements(&'a self) -> AchievementMethods<'a, C, A> {
AchievementMethods { hub: &self }
}
pub fn applications(&'a self) -> ApplicationMethods<'a, C, A> {
ApplicationMethods { hub: &self }
}
pub fn events(&'a self) -> EventMethods<'a, C, A> {
EventMethods { hub: &self }
}
pub fn players(&'a self) -> PlayerMethods<'a, C, A> {
PlayerMethods { hub: &self }
}
pub fn scores(&'a self) -> ScoreMethods<'a, C, A> {
ScoreMethods { hub: &self }
}
/// Set the user-agent header field to use in all requests to the server.
/// It defaults to `google-api-rust-client/1.0.14`.
///
/// Returns the previously set user-agent.
pub fn user_agent(&mut self, agent_name: String) -> String {
mem::replace(&mut self._user_agent, agent_name)
}
/// Set the base url to use in all requests to the server.
/// It defaults to `https://www.googleapis.com/`.
///
/// Returns the previously set base url.
pub fn base_url(&mut self, new_base_url: String) -> String {
mem::replace(&mut self._base_url, new_base_url)
}
/// Set the root url to use in all requests to the server.
/// It defaults to `https://www.googleapis.com/`.
///
/// Returns the previously set root url.
pub fn root_url(&mut self, new_root_url: String) -> String {
mem::replace(&mut self._root_url, new_root_url)
}
}
// ############
// SCHEMAS ###
// ##########
/// An achievement reset response.
///
/// # Activities
///
/// This type is used in activities, which are methods you may call on this type or where this type is involved in.
/// The list links the activity name, along with information about where it is used (one of *request* and *response*).
///
/// * [reset achievements](struct.AchievementResetCall.html) (response)
///
#[derive(Default, Clone, Debug, Serialize, Deserialize)]
pub struct AchievementResetResponse {
/// The ID of an achievement for which player state has been updated.
#[serde(rename="definitionId")]
pub definition_id: Option<String>,
/// Uniquely identifies the type of this resource. Value is always the fixed
/// string `gamesManagement#achievementResetResponse`.
pub kind: Option<String>,
/// Flag to indicate if the requested update actually occurred.
#[serde(rename="updateOccurred")]
pub update_occurred: Option<bool>,
/// The current state of the achievement. This is the same as the initial
/// state of the achievement. <br/>Possible values are: <ul>
/// <li>"`HIDDEN`"- Achievement is hidden.</li>
/// <li>"`REVEALED`" - Achievement is revealed.</li>
/// <li>"`UNLOCKED`" - Achievement is unlocked.</li> </ul>
#[serde(rename="currentState")]
pub current_state: Option<String>,
}
impl ResponseResult for AchievementResetResponse {}
/// Profile settings
///
/// This type is not used in any activity, and only used as *part* of another schema.
///
#[derive(Default, Clone, Debug, Serialize, Deserialize)]
pub struct ProfileSettings {
/// Uniquely identifies the type of this resource. Value is always the fixed
/// string `gamesManagement#profileSettings`.
pub kind: Option<String>,
/// no description provided
#[serde(rename="profileVisible")]
pub profile_visible: Option<bool>,
}
impl Part for ProfileSettings {}
/// An object representation of the individual components of the player's name.
/// For some players, these fields may not be present.
///
/// This type is not used in any activity, and only used as *part* of another schema.
///
#[derive(Default, Clone, Debug, Serialize, Deserialize)]
pub struct PlayerName {
/// The given name of this player. In some places, this is known as the first
/// name.
#[serde(rename="givenName")]
pub given_name: Option<String>,
/// The family name of this player. In some places, this is known as the last
/// name.
#[serde(rename="familyName")]
pub family_name: Option<String>,
}
impl NestedType for PlayerName {}
impl Part for PlayerName {}
/// 1P/3P metadata about the player's experience.
///
/// This type is not used in any activity, and only used as *part* of another schema.
///
#[derive(Default, Clone, Debug, Serialize, Deserialize)]
pub struct GamesPlayerExperienceInfoResource {
/// The current number of experience points for the player.
#[serde(rename="currentExperiencePoints")]
pub current_experience_points: Option<String>,
/// The next level of the player. If the current level is the maximum level,
/// this should be same as the current level.
#[serde(rename="nextLevel")]
pub next_level: Option<GamesPlayerLevelResource>,
/// The timestamp when the player was leveled up, in millis since Unix epoch
/// UTC.
#[serde(rename="lastLevelUpTimestampMillis")]
pub last_level_up_timestamp_millis: Option<String>,
/// The current level of the player.
#[serde(rename="currentLevel")]
pub current_level: Option<GamesPlayerLevelResource>,
}
impl Part for GamesPlayerExperienceInfoResource {}
/// Multiple events reset all request.
///
/// # Activities
///
/// This type is used in activities, which are methods you may call on this type or where this type is involved in.
/// The list links the activity name, along with information about where it is used (one of *request* and *response*).
///
/// * [reset multiple for all players events](struct.EventResetMultipleForAllPlayerCall.html) (request)
///
#[derive(Default, Clone, Debug, Serialize, Deserialize)]
pub struct EventsResetMultipleForAllRequest {
/// The IDs of events to reset.
pub event_ids: Option<Vec<String>>,
/// Uniquely identifies the type of this resource. Value is always the fixed
/// string `gamesManagement#eventsResetMultipleForAllRequest`.
pub kind: Option<String>,
}
impl RequestValue for EventsResetMultipleForAllRequest {}
/// There is no detailed description.
///
/// # Activities
///
/// This type is used in activities, which are methods you may call on this type or where this type is involved in.
/// The list links the activity name, along with information about where it is used (one of *request* and *response*).
///
/// * [reset multiple for all players achievements](struct.AchievementResetMultipleForAllPlayerCall.html) (request)
///
#[derive(Default, Clone, Debug, Serialize, Deserialize)]
pub struct AchievementResetMultipleForAllRequest {
/// The IDs of achievements to reset.
pub achievement_ids: Option<Vec<String>>,
/// Uniquely identifies the type of this resource. Value is always the fixed
/// string `gamesManagement#achievementResetMultipleForAllRequest`.
pub kind: Option<String>,
}
impl RequestValue for AchievementResetMultipleForAllRequest {}
/// There is no detailed description.
///
/// # Activities
///
/// This type is used in activities, which are methods you may call on this type or where this type is involved in.
/// The list links the activity name, along with information about where it is used (one of *request* and *response*).
///
/// * [reset multiple for all players scores](struct.ScoreResetMultipleForAllPlayerCall.html) (request)
///
#[derive(Default, Clone, Debug, Serialize, Deserialize)]
pub struct ScoresResetMultipleForAllRequest {
/// The IDs of leaderboards to reset.
pub leaderboard_ids: Option<Vec<String>>,
/// Uniquely identifies the type of this resource. Value is always the fixed
/// string `gamesManagement#scoresResetMultipleForAllRequest`.
pub kind: Option<String>,
}
impl RequestValue for ScoresResetMultipleForAllRequest {}
/// A Player resource.
///
/// # Activities
///
/// This type is used in activities, which are methods you may call on this type or where this type is involved in.
/// The list links the activity name, along with information about where it is used (one of *request* and *response*).
///
/// * [hide players](struct.PlayerHideCall.html) (none)
/// * [unhide players](struct.PlayerUnhideCall.html) (none)
///
#[derive(Default, Clone, Debug, Serialize, Deserialize)]
pub struct Player {
/// The player ID that was used for this player the first time they signed into
/// the game in question. This is only populated for calls to player.get for
/// the requesting player, only if the player ID has subsequently changed, and
/// only to clients that support remapping player IDs.
#[serde(rename="originalPlayerId")]
pub original_player_id: Option<String>,
/// Uniquely identifies the type of this resource. Value is always the fixed
/// string `gamesManagement#player`.
pub kind: Option<String>,
/// The name to display for the player.
#[serde(rename="displayName")]
pub display_name: Option<String>,
/// An object representation of the individual components of the player's name.
/// For some players, these fields may not be present.
pub name: Option<PlayerName>,
/// The player's profile settings. Controls whether or not the player's profile
/// is visible to other players.
#[serde(rename="profileSettings")]
pub profile_settings: Option<ProfileSettings>,
/// The ID of the player.
#[serde(rename="playerId")]
pub player_id: Option<String>,
/// The url to the portrait mode player banner image.
#[serde(rename="bannerUrlPortrait")]
pub banner_url_portrait: Option<String>,
/// The player's title rewarded for their game activities.
pub title: Option<String>,
/// An object to represent Play Game experience information for the player.
#[serde(rename="experienceInfo")]
pub experience_info: Option<GamesPlayerExperienceInfoResource>,
/// The url to the landscape mode player banner image.
#[serde(rename="bannerUrlLandscape")]
pub banner_url_landscape: Option<String>,
/// The base URL for the image that represents the player.
#[serde(rename="avatarImageUrl")]
pub avatar_image_url: Option<String>,
}
impl Resource for Player {}
/// 1P/3P metadata about a user's level.
///
/// This type is not used in any activity, and only used as *part* of another schema.
///
#[derive(Default, Clone, Debug, Serialize, Deserialize)]
pub struct GamesPlayerLevelResource {
/// The maximum experience points for this level.
#[serde(rename="maxExperiencePoints")]
pub max_experience_points: Option<String>,
/// The minimum experience points for this level.
#[serde(rename="minExperiencePoints")]
pub min_experience_points: Option<String>,
/// The level for the user.
pub level: Option<i32>,
}
impl Part for GamesPlayerLevelResource {}
/// A list of hidden players.
///
/// # Activities
///
/// This type is used in activities, which are methods you may call on this type or where this type is involved in.
/// The list links the activity name, along with information about where it is used (one of *request* and *response*).
///
/// * [list hidden applications](struct.ApplicationListHiddenCall.html) (response)
///
#[derive(Default, Clone, Debug, Serialize, Deserialize)]
pub struct HiddenPlayerList {
/// The pagination token for the next page of results.
#[serde(rename="nextPageToken")]
pub next_page_token: Option<String>,
/// The players.
pub items: Option<Vec<HiddenPlayer>>,
/// Uniquely identifies the type of this resource. Value is always the fixed
/// string `gamesManagement#hiddenPlayerList`.
pub kind: Option<String>,
}
impl ResponseResult for HiddenPlayerList {}
/// Achievement reset all response.
///
/// # Activities
///
/// This type is used in activities, which are methods you may call on this type or where this type is involved in.
/// The list links the activity name, along with information about where it is used (one of *request* and *response*).
///
/// * [reset all achievements](struct.AchievementResetAllCall.html) (response)
///
#[derive(Default, Clone, Debug, Serialize, Deserialize)]
pub struct AchievementResetAllResponse {
/// Uniquely identifies the type of this resource. Value is always the fixed
/// string `gamesManagement#achievementResetAllResponse`.
pub kind: Option<String>,
/// The achievement reset results.
pub results: Option<Vec<AchievementResetResponse>>,
}
impl ResponseResult for AchievementResetAllResponse {}
/// A list of leaderboard reset resources.
///
/// # Activities
///
/// This type is used in activities, which are methods you may call on this type or where this type is involved in.
/// The list links the activity name, along with information about where it is used (one of *request* and *response*).
///
/// * [reset all scores](struct.ScoreResetAllCall.html) (response)
///
#[derive(Default, Clone, Debug, Serialize, Deserialize)]
pub struct PlayerScoreResetAllResponse {
/// Uniquely identifies the type of this resource. Value is always the fixed
/// string `gamesManagement#playerScoreResetAllResponse`.
pub kind: Option<String>,
/// The leaderboard reset results.
pub results: Option<Vec<PlayerScoreResetResponse>>,
}
impl ResponseResult for PlayerScoreResetAllResponse {}
/// A list of reset leaderboard entry resources.
///
/// # Activities
///
/// This type is used in activities, which are methods you may call on this type or where this type is involved in.
/// The list links the activity name, along with information about where it is used (one of *request* and *response*).
///
/// * [reset scores](struct.ScoreResetCall.html) (response)
///
#[derive(Default, Clone, Debug, Serialize, Deserialize)]
pub struct PlayerScoreResetResponse {
/// The ID of an leaderboard for which player state has been updated.
#[serde(rename="definitionId")]
pub definition_id: Option<String>,
/// Uniquely identifies the type of this resource. Value is always the fixed
/// string `gamesManagement#playerScoreResetResponse`.
pub kind: Option<String>,
/// The time spans of the updated score. <br/>Possible values are: <ul>
/// <li>"`ALL_TIME`" - The score is an all-time score.</li>
/// <li>"`WEEKLY`" - The score is a weekly score.</li>
/// <li>"`DAILY`" - The score is a daily score.</li> </ul>
#[serde(rename="resetScoreTimeSpans")]
pub reset_score_time_spans: Option<Vec<String>>,
}
impl ResponseResult for PlayerScoreResetResponse {}
/// The HiddenPlayer resource.
///
/// This type is not used in any activity, and only used as *part* of another schema.
///
#[derive(Default, Clone, Debug, Serialize, Deserialize)]
pub struct HiddenPlayer {
/// Output only. The player information.
pub player: Option<Player>,
/// Output only. Uniquely identifies the type of this resource. Value is always the fixed
/// string `gamesManagement#hiddenPlayer`.
pub kind: Option<String>,
/// Output only. The time this player was hidden.
#[serde(rename="hiddenTimeMillis")]
pub hidden_time_millis: Option<String>,
}
impl Part for HiddenPlayer {}
// ###################
// MethodBuilders ###
// #################
/// A builder providing access to all methods supported on *achievement* resources.
/// It is not used directly, but through the `GamesManagement` hub.
///
/// # Example
///
/// Instantiate a resource builder
///
/// ```test_harness,no_run
/// extern crate hyper;
/// extern crate hyper_rustls;
/// extern crate yup_oauth2 as oauth2;
/// extern crate google_gamesmanagement1_management as gamesmanagement1_management;
///
/// # #[test] fn egal() {
/// use std::default::Default;
/// use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// use gamesmanagement1_management::GamesManagement;
///
/// let secret: ApplicationSecret = Default::default();
/// let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// <MemoryStorage as Default>::default(), None);
/// let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // Usually you wouldn't bind this to a variable, but keep calling *CallBuilders*
/// // like `reset(...)`, `reset_all(...)`, `reset_all_for_all_players(...)`, `reset_for_all_players(...)` and `reset_multiple_for_all_players(...)`
/// // to build up your call.
/// let rb = hub.achievements();
/// # }
/// ```
pub struct AchievementMethods<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
}
impl<'a, C, A> MethodsBuilder for AchievementMethods<'a, C, A> {}
impl<'a, C, A> AchievementMethods<'a, C, A> {
/// Create a builder to help you perform the following task:
///
/// Resets the achievement with the given ID for all players. This method is
/// only available to user accounts for your developer console. Only draft
/// achievements can be reset.
///
/// # Arguments
///
/// * `achievementId` - The ID of the achievement used by this method.
pub fn reset_for_all_players(&self, achievement_id: &str) -> AchievementResetForAllPlayerCall<'a, C, A> {
AchievementResetForAllPlayerCall {
hub: self.hub,
_achievement_id: achievement_id.to_string(),
_delegate: Default::default(),
_scopes: Default::default(),
_additional_params: Default::default(),
}
}
/// Create a builder to help you perform the following task:
///
/// Resets the achievement with the given ID for the currently authenticated
/// player. This method is only accessible to whitelisted tester accounts for
/// your application.
///
/// # Arguments
///
/// * `achievementId` - The ID of the achievement used by this method.
pub fn reset(&self, achievement_id: &str) -> AchievementResetCall<'a, C, A> {
AchievementResetCall {
hub: self.hub,
_achievement_id: achievement_id.to_string(),
_delegate: Default::default(),
_scopes: Default::default(),
_additional_params: Default::default(),
}
}
/// Create a builder to help you perform the following task:
///
/// Resets achievements with the given IDs for all players. This method is only
/// available to user accounts for your developer console. Only draft
/// achievements may be reset.
///
/// # Arguments
///
/// * `request` - No description provided.
pub fn reset_multiple_for_all_players(&self, request: AchievementResetMultipleForAllRequest) -> AchievementResetMultipleForAllPlayerCall<'a, C, A> {
AchievementResetMultipleForAllPlayerCall {
hub: self.hub,
_request: request,
_delegate: Default::default(),
_scopes: Default::default(),
_additional_params: Default::default(),
}
}
/// Create a builder to help you perform the following task:
///
/// Resets all draft achievements for all players. This method is only
/// available to user accounts for your developer console.
pub fn reset_all_for_all_players(&self) -> AchievementResetAllForAllPlayerCall<'a, C, A> {
AchievementResetAllForAllPlayerCall {
hub: self.hub,
_delegate: Default::default(),
_scopes: Default::default(),
_additional_params: Default::default(),
}
}
/// Create a builder to help you perform the following task:
///
/// Resets all achievements for the currently authenticated player for your
/// application. This method is only accessible to whitelisted tester accounts
/// for your application.
pub fn reset_all(&self) -> AchievementResetAllCall<'a, C, A> {
AchievementResetAllCall {
hub: self.hub,
_delegate: Default::default(),
_scopes: Default::default(),
_additional_params: Default::default(),
}
}
}
/// A builder providing access to all methods supported on *application* resources.
/// It is not used directly, but through the `GamesManagement` hub.
///
/// # Example
///
/// Instantiate a resource builder
///
/// ```test_harness,no_run
/// extern crate hyper;
/// extern crate hyper_rustls;
/// extern crate yup_oauth2 as oauth2;
/// extern crate google_gamesmanagement1_management as gamesmanagement1_management;
///
/// # #[test] fn egal() {
/// use std::default::Default;
/// use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// use gamesmanagement1_management::GamesManagement;
///
/// let secret: ApplicationSecret = Default::default();
/// let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// <MemoryStorage as Default>::default(), None);
/// let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // Usually you wouldn't bind this to a variable, but keep calling *CallBuilders*
/// // like `list_hidden(...)`
/// // to build up your call.
/// let rb = hub.applications();
/// # }
/// ```
pub struct ApplicationMethods<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
}
impl<'a, C, A> MethodsBuilder for ApplicationMethods<'a, C, A> {}
impl<'a, C, A> ApplicationMethods<'a, C, A> {
/// Create a builder to help you perform the following task:
///
/// Get the list of players hidden from the given application. This method is
/// only available to user accounts for your developer console.
///
/// # Arguments
///
/// * `applicationId` - The application ID from the Google Play developer console.
pub fn list_hidden(&self, application_id: &str) -> ApplicationListHiddenCall<'a, C, A> {
ApplicationListHiddenCall {
hub: self.hub,
_application_id: application_id.to_string(),
_page_token: Default::default(),
_max_results: Default::default(),
_delegate: Default::default(),
_scopes: Default::default(),
_additional_params: Default::default(),
}
}
}
/// A builder providing access to all methods supported on *player* resources.
/// It is not used directly, but through the `GamesManagement` hub.
///
/// # Example
///
/// Instantiate a resource builder
///
/// ```test_harness,no_run
/// extern crate hyper;
/// extern crate hyper_rustls;
/// extern crate yup_oauth2 as oauth2;
/// extern crate google_gamesmanagement1_management as gamesmanagement1_management;
///
/// # #[test] fn egal() {
/// use std::default::Default;
/// use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// use gamesmanagement1_management::GamesManagement;
///
/// let secret: ApplicationSecret = Default::default();
/// let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// <MemoryStorage as Default>::default(), None);
/// let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // Usually you wouldn't bind this to a variable, but keep calling *CallBuilders*
/// // like `hide(...)` and `unhide(...)`
/// // to build up your call.
/// let rb = hub.players();
/// # }
/// ```
pub struct PlayerMethods<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
}
impl<'a, C, A> MethodsBuilder for PlayerMethods<'a, C, A> {}
impl<'a, C, A> PlayerMethods<'a, C, A> {
/// Create a builder to help you perform the following task:
///
/// Unhide the given player's leaderboard scores from the given application.
/// This method is only available to user accounts for your developer console.
///
/// # Arguments
///
/// * `applicationId` - The application ID from the Google Play developer console.
/// * `playerId` - A player ID. A value of `me` may be used in place of the
/// authenticated player's ID.
pub fn unhide(&self, application_id: &str, player_id: &str) -> PlayerUnhideCall<'a, C, A> {
PlayerUnhideCall {
hub: self.hub,
_application_id: application_id.to_string(),
_player_id: player_id.to_string(),
_delegate: Default::default(),
_scopes: Default::default(),
_additional_params: Default::default(),
}
}
/// Create a builder to help you perform the following task:
///
/// Hide the given player's leaderboard scores from the given application. This
/// method is only available to user accounts for your developer console.
///
/// # Arguments
///
/// * `applicationId` - The application ID from the Google Play developer console.
/// * `playerId` - A player ID. A value of `me` may be used in place of the
/// authenticated player's ID.
pub fn hide(&self, application_id: &str, player_id: &str) -> PlayerHideCall<'a, C, A> {
PlayerHideCall {
hub: self.hub,
_application_id: application_id.to_string(),
_player_id: player_id.to_string(),
_delegate: Default::default(),
_scopes: Default::default(),
_additional_params: Default::default(),
}
}
}
/// A builder providing access to all methods supported on *event* resources.
/// It is not used directly, but through the `GamesManagement` hub.
///
/// # Example
///
/// Instantiate a resource builder
///
/// ```test_harness,no_run
/// extern crate hyper;
/// extern crate hyper_rustls;
/// extern crate yup_oauth2 as oauth2;
/// extern crate google_gamesmanagement1_management as gamesmanagement1_management;
///
/// # #[test] fn egal() {
/// use std::default::Default;
/// use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// use gamesmanagement1_management::GamesManagement;
///
/// let secret: ApplicationSecret = Default::default();
/// let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// <MemoryStorage as Default>::default(), None);
/// let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // Usually you wouldn't bind this to a variable, but keep calling *CallBuilders*
/// // like `reset(...)`, `reset_all(...)`, `reset_all_for_all_players(...)`, `reset_for_all_players(...)` and `reset_multiple_for_all_players(...)`
/// // to build up your call.
/// let rb = hub.events();
/// # }
/// ```
pub struct EventMethods<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
}
impl<'a, C, A> MethodsBuilder for EventMethods<'a, C, A> {}
impl<'a, C, A> EventMethods<'a, C, A> {
/// Create a builder to help you perform the following task:
///
/// Resets all player progress on the event with the given ID for the currently
/// authenticated player. This method is only accessible to whitelisted tester
/// accounts for your application.
///
/// # Arguments
///
/// * `eventId` - The ID of the event.
pub fn reset(&self, event_id: &str) -> EventResetCall<'a, C, A> {
EventResetCall {
hub: self.hub,
_event_id: event_id.to_string(),
_delegate: Default::default(),
_scopes: Default::default(),
_additional_params: Default::default(),
}
}
/// Create a builder to help you perform the following task:
///
/// Resets all draft events for all players. This method is only available to
/// user accounts for your developer console.
pub fn reset_all_for_all_players(&self) -> EventResetAllForAllPlayerCall<'a, C, A> {
EventResetAllForAllPlayerCall {
hub: self.hub,
_delegate: Default::default(),
_scopes: Default::default(),
_additional_params: Default::default(),
}
}
/// Create a builder to help you perform the following task:
///
/// Resets all player progress on all events for the currently authenticated
/// player. This method is only accessible to whitelisted tester accounts for
/// your application.
pub fn reset_all(&self) -> EventResetAllCall<'a, C, A> {
EventResetAllCall {
hub: self.hub,
_delegate: Default::default(),
_scopes: Default::default(),
_additional_params: Default::default(),
}
}
/// Create a builder to help you perform the following task:
///
/// Resets the event with the given ID for all players. This method is only
/// available to user accounts for your developer console. Only draft events
/// can be reset.
///
/// # Arguments
///
/// * `eventId` - The ID of the event.
pub fn reset_for_all_players(&self, event_id: &str) -> EventResetForAllPlayerCall<'a, C, A> {
EventResetForAllPlayerCall {
hub: self.hub,
_event_id: event_id.to_string(),
_delegate: Default::default(),
_scopes: Default::default(),
_additional_params: Default::default(),
}
}
/// Create a builder to help you perform the following task:
///
/// Resets events with the given IDs for all players. This method is only
/// available to user accounts for your developer console. Only draft events
/// may be reset.
///
/// # Arguments
///
/// * `request` - No description provided.
pub fn reset_multiple_for_all_players(&self, request: EventsResetMultipleForAllRequest) -> EventResetMultipleForAllPlayerCall<'a, C, A> {
EventResetMultipleForAllPlayerCall {
hub: self.hub,
_request: request,
_delegate: Default::default(),
_scopes: Default::default(),
_additional_params: Default::default(),
}
}
}
/// A builder providing access to all methods supported on *score* resources.
/// It is not used directly, but through the `GamesManagement` hub.
///
/// # Example
///
/// Instantiate a resource builder
///
/// ```test_harness,no_run
/// extern crate hyper;
/// extern crate hyper_rustls;
/// extern crate yup_oauth2 as oauth2;
/// extern crate google_gamesmanagement1_management as gamesmanagement1_management;
///
/// # #[test] fn egal() {
/// use std::default::Default;
/// use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// use gamesmanagement1_management::GamesManagement;
///
/// let secret: ApplicationSecret = Default::default();
/// let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// <MemoryStorage as Default>::default(), None);
/// let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // Usually you wouldn't bind this to a variable, but keep calling *CallBuilders*
/// // like `reset(...)`, `reset_all(...)`, `reset_all_for_all_players(...)`, `reset_for_all_players(...)` and `reset_multiple_for_all_players(...)`
/// // to build up your call.
/// let rb = hub.scores();
/// # }
/// ```
pub struct ScoreMethods<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
}
impl<'a, C, A> MethodsBuilder for ScoreMethods<'a, C, A> {}
impl<'a, C, A> ScoreMethods<'a, C, A> {
/// Create a builder to help you perform the following task:
///
/// Resets scores for all draft leaderboards for all players. This method is
/// only available to user accounts for your developer console.
pub fn reset_all_for_all_players(&self) -> ScoreResetAllForAllPlayerCall<'a, C, A> {
ScoreResetAllForAllPlayerCall {
hub: self.hub,
_delegate: Default::default(),
_scopes: Default::default(),
_additional_params: Default::default(),
}
}
/// Create a builder to help you perform the following task:
///
/// Resets all scores for all leaderboards for the currently authenticated
/// players. This method is only accessible to whitelisted tester accounts for
/// your application.
pub fn reset_all(&self) -> ScoreResetAllCall<'a, C, A> {
ScoreResetAllCall {
hub: self.hub,
_delegate: Default::default(),
_scopes: Default::default(),
_additional_params: Default::default(),
}
}
/// Create a builder to help you perform the following task:
///
/// Resets scores for the leaderboards with the given IDs for all players. This
/// method is only available to user accounts for your developer console. Only
/// draft leaderboards may be reset.
///
/// # Arguments
///
/// * `request` - No description provided.
pub fn reset_multiple_for_all_players(&self, request: ScoresResetMultipleForAllRequest) -> ScoreResetMultipleForAllPlayerCall<'a, C, A> {
ScoreResetMultipleForAllPlayerCall {
hub: self.hub,
_request: request,
_delegate: Default::default(),
_scopes: Default::default(),
_additional_params: Default::default(),
}
}
/// Create a builder to help you perform the following task:
///
/// Resets scores for the leaderboard with the given ID for the currently
/// authenticated player. This method is only accessible to whitelisted tester
/// accounts for your application.
///
/// # Arguments
///
/// * `leaderboardId` - The ID of the leaderboard.
pub fn reset(&self, leaderboard_id: &str) -> ScoreResetCall<'a, C, A> {
ScoreResetCall {
hub: self.hub,
_leaderboard_id: leaderboard_id.to_string(),
_delegate: Default::default(),
_scopes: Default::default(),
_additional_params: Default::default(),
}
}
/// Create a builder to help you perform the following task:
///
/// Resets scores for the leaderboard with the given ID for all players. This
/// method is only available to user accounts for your developer console. Only
/// draft leaderboards can be reset.
///
/// # Arguments
///
/// * `leaderboardId` - The ID of the leaderboard.
pub fn reset_for_all_players(&self, leaderboard_id: &str) -> ScoreResetForAllPlayerCall<'a, C, A> {
ScoreResetForAllPlayerCall {
hub: self.hub,
_leaderboard_id: leaderboard_id.to_string(),
_delegate: Default::default(),
_scopes: Default::default(),
_additional_params: Default::default(),
}
}
}
// ###################
// CallBuilders ###
// #################
/// Resets the achievement with the given ID for all players. This method is
/// only available to user accounts for your developer console. Only draft
/// achievements can be reset.
///
/// A builder for the *resetForAllPlayers* method supported by a *achievement* resource.
/// It is not used directly, but through a `AchievementMethods` instance.
///
/// # Example
///
/// Instantiate a resource method builder
///
/// ```test_harness,no_run
/// # extern crate hyper;
/// # extern crate hyper_rustls;
/// # extern crate yup_oauth2 as oauth2;
/// # extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// # #[test] fn egal() {
/// # use std::default::Default;
/// # use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// # use gamesmanagement1_management::GamesManagement;
///
/// # let secret: ApplicationSecret = Default::default();
/// # let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// # hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// # <MemoryStorage as Default>::default(), None);
/// # let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.achievements().reset_for_all_players("achievementId")
/// .doit();
/// # }
/// ```
pub struct AchievementResetForAllPlayerCall<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
_achievement_id: String,
_delegate: Option<&'a mut dyn Delegate>,
_additional_params: HashMap<String, String>,
_scopes: BTreeMap<String, ()>
}
impl<'a, C, A> CallBuilder for AchievementResetForAllPlayerCall<'a, C, A> {}
impl<'a, C, A> AchievementResetForAllPlayerCall<'a, C, A> where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
/// Perform the operation you have build so far.
pub fn doit(mut self) -> Result<hyper::client::Response> {
use std::io::{Read, Seek};
use hyper::header::{ContentType, ContentLength, Authorization, Bearer, UserAgent, Location};
let mut dd = DefaultDelegate;
let mut dlg: &mut dyn Delegate = match self._delegate {
Some(d) => d,
None => &mut dd
};
dlg.begin(MethodInfo { id: "gamesManagement.achievements.resetForAllPlayers",
http_method: hyper::method::Method::Post });
let mut params: Vec<(&str, String)> = Vec::with_capacity(2 + self._additional_params.len());
params.push(("achievementId", self._achievement_id.to_string()));
for &field in ["achievementId"].iter() {
if self._additional_params.contains_key(field) {
dlg.finished(false);
return Err(Error::FieldClash(field));
}
}
for (name, value) in self._additional_params.iter() {
params.push((&name, value.clone()));
}
let mut url = self.hub._base_url.clone() + "games/v1management/achievements/{achievementId}/resetForAllPlayers";
if self._scopes.len() == 0 {
self._scopes.insert(Scope::Game.as_ref().to_string(), ());
}
for &(find_this, param_name) in [("{achievementId}", "achievementId")].iter() {
let mut replace_with: Option<&str> = None;
for &(name, ref value) in params.iter() {
if name == param_name {
replace_with = Some(value);
break;
}
}
url = url.replace(find_this, replace_with.expect("to find substitution value in params"));
}
{
let mut indices_for_removal: Vec<usize> = Vec::with_capacity(1);
for param_name in ["achievementId"].iter() {
if let Some(index) = params.iter().position(|t| &t.0 == param_name) {
indices_for_removal.push(index);
}
}
for &index in indices_for_removal.iter() {
params.remove(index);
}
}
let url = hyper::Url::parse_with_params(&url, params).unwrap();
loop {
let token = match self.hub.auth.borrow_mut().token(self._scopes.keys()) {
Ok(token) => token,
Err(err) => {
match dlg.token(&*err) {
Some(token) => token,
None => {
dlg.finished(false);
return Err(Error::MissingToken(err))
}
}
}
};
let auth_header = Authorization(Bearer { token: token.access_token });
let mut req_result = {
let mut client = &mut *self.hub.client.borrow_mut();
let mut req = client.borrow_mut().request(hyper::method::Method::Post, url.clone())
.header(UserAgent(self.hub._user_agent.clone()))
.header(auth_header.clone());
dlg.pre_request();
req.send()
};
match req_result {
Err(err) => {
if let oauth2::Retry::After(d) = dlg.http_error(&err) {
sleep(d);
continue;
}
dlg.finished(false);
return Err(Error::HttpError(err))
}
Ok(mut res) => {
if !res.status.is_success() {
let mut json_err = String::new();
res.read_to_string(&mut json_err).unwrap();
let json_server_error = json::from_str::<JsonServerError>(&json_err).ok();
let server_error = json::from_str::<ServerError>(&json_err)
.or_else(|_| json::from_str::<ErrorResponse>(&json_err).map(|r| r.error))
.ok();
if let oauth2::Retry::After(d) = dlg.http_failure(&res,
json_server_error,
server_error) {
sleep(d);
continue;
}
dlg.finished(false);
return match json::from_str::<ErrorResponse>(&json_err){
Err(_) => Err(Error::Failure(res)),
Ok(serr) => Err(Error::BadRequest(serr))
}
}
let result_value = res;
dlg.finished(true);
return Ok(result_value)
}
}
}
}
/// The ID of the achievement used by this method.
///
/// Sets the *achievement id* path property to the given value.
///
/// Even though the property as already been set when instantiating this call,
/// we provide this method for API completeness.
pub fn achievement_id(mut self, new_value: &str) -> AchievementResetForAllPlayerCall<'a, C, A> {
self._achievement_id = new_value.to_string();
self
}
/// The delegate implementation is consulted whenever there is an intermediate result, or if something goes wrong
/// while executing the actual API request.
///
/// It should be used to handle progress information, and to implement a certain level of resilience.
///
/// Sets the *delegate* property to the given value.
pub fn delegate(mut self, new_value: &'a mut dyn Delegate) -> AchievementResetForAllPlayerCall<'a, C, A> {
self._delegate = Some(new_value);
self
}
/// Set any additional parameter of the query string used in the request.
/// It should be used to set parameters which are not yet available through their own
/// setters.
///
/// Please note that this method must not be used to set any of the known parameters
/// which have their own setter method. If done anyway, the request will fail.
///
/// # Additional Parameters
///
/// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
/// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
/// * *access_token* (query-string) - OAuth access token.
/// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
/// * *quotaUser* (query-string) - Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters.
/// * *callback* (query-string) - JSONP
/// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
/// * *key* (query-string) - API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token.
/// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
/// * *alt* (query-string) - Data format for response.
/// * *$.xgafv* (query-string) - V1 error format.
pub fn param<T>(mut self, name: T, value: T) -> AchievementResetForAllPlayerCall<'a, C, A>
where T: AsRef<str> {
self._additional_params.insert(name.as_ref().to_string(), value.as_ref().to_string());
self
}
/// Identifies the authorization scope for the method you are building.
///
/// Use this method to actively specify which scope should be used, instead the default `Scope` variant
/// `Scope::Game`.
///
/// The `scope` will be added to a set of scopes. This is important as one can maintain access
/// tokens for more than one scope.
/// If `None` is specified, then all scopes will be removed and no default scope will be used either.
/// In that case, you have to specify your API-key using the `key` parameter (see the `param()`
/// function for details).
///
/// Usually there is more than one suitable scope to authorize an operation, some of which may
/// encompass more rights than others. For example, for listing resources, a *read-only* scope will be
/// sufficient, a read-write scope will do as well.
pub fn add_scope<T, S>(mut self, scope: T) -> AchievementResetForAllPlayerCall<'a, C, A>
where T: Into<Option<S>>,
S: AsRef<str> {
match scope.into() {
Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
None => None,
};
self
}
}
/// Resets the achievement with the given ID for the currently authenticated
/// player. This method is only accessible to whitelisted tester accounts for
/// your application.
///
/// A builder for the *reset* method supported by a *achievement* resource.
/// It is not used directly, but through a `AchievementMethods` instance.
///
/// # Example
///
/// Instantiate a resource method builder
///
/// ```test_harness,no_run
/// # extern crate hyper;
/// # extern crate hyper_rustls;
/// # extern crate yup_oauth2 as oauth2;
/// # extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// # #[test] fn egal() {
/// # use std::default::Default;
/// # use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// # use gamesmanagement1_management::GamesManagement;
///
/// # let secret: ApplicationSecret = Default::default();
/// # let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// # hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// # <MemoryStorage as Default>::default(), None);
/// # let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.achievements().reset("achievementId")
/// .doit();
/// # }
/// ```
pub struct AchievementResetCall<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
_achievement_id: String,
_delegate: Option<&'a mut dyn Delegate>,
_additional_params: HashMap<String, String>,
_scopes: BTreeMap<String, ()>
}
impl<'a, C, A> CallBuilder for AchievementResetCall<'a, C, A> {}
impl<'a, C, A> AchievementResetCall<'a, C, A> where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
/// Perform the operation you have build so far.
pub fn doit(mut self) -> Result<(hyper::client::Response, AchievementResetResponse)> {
use std::io::{Read, Seek};
use hyper::header::{ContentType, ContentLength, Authorization, Bearer, UserAgent, Location};
let mut dd = DefaultDelegate;
let mut dlg: &mut dyn Delegate = match self._delegate {
Some(d) => d,
None => &mut dd
};
dlg.begin(MethodInfo { id: "gamesManagement.achievements.reset",
http_method: hyper::method::Method::Post });
let mut params: Vec<(&str, String)> = Vec::with_capacity(3 + self._additional_params.len());
params.push(("achievementId", self._achievement_id.to_string()));
for &field in ["alt", "achievementId"].iter() {
if self._additional_params.contains_key(field) {
dlg.finished(false);
return Err(Error::FieldClash(field));
}
}
for (name, value) in self._additional_params.iter() {
params.push((&name, value.clone()));
}
params.push(("alt", "json".to_string()));
let mut url = self.hub._base_url.clone() + "games/v1management/achievements/{achievementId}/reset";
if self._scopes.len() == 0 {
self._scopes.insert(Scope::Game.as_ref().to_string(), ());
}
for &(find_this, param_name) in [("{achievementId}", "achievementId")].iter() {
let mut replace_with: Option<&str> = None;
for &(name, ref value) in params.iter() {
if name == param_name {
replace_with = Some(value);
break;
}
}
url = url.replace(find_this, replace_with.expect("to find substitution value in params"));
}
{
let mut indices_for_removal: Vec<usize> = Vec::with_capacity(1);
for param_name in ["achievementId"].iter() {
if let Some(index) = params.iter().position(|t| &t.0 == param_name) {
indices_for_removal.push(index);
}
}
for &index in indices_for_removal.iter() {
params.remove(index);
}
}
let url = hyper::Url::parse_with_params(&url, params).unwrap();
loop {
let token = match self.hub.auth.borrow_mut().token(self._scopes.keys()) {
Ok(token) => token,
Err(err) => {
match dlg.token(&*err) {
Some(token) => token,
None => {
dlg.finished(false);
return Err(Error::MissingToken(err))
}
}
}
};
let auth_header = Authorization(Bearer { token: token.access_token });
let mut req_result = {
let mut client = &mut *self.hub.client.borrow_mut();
let mut req = client.borrow_mut().request(hyper::method::Method::Post, url.clone())
.header(UserAgent(self.hub._user_agent.clone()))
.header(auth_header.clone());
dlg.pre_request();
req.send()
};
match req_result {
Err(err) => {
if let oauth2::Retry::After(d) = dlg.http_error(&err) {
sleep(d);
continue;
}
dlg.finished(false);
return Err(Error::HttpError(err))
}
Ok(mut res) => {
if !res.status.is_success() {
let mut json_err = String::new();
res.read_to_string(&mut json_err).unwrap();
let json_server_error = json::from_str::<JsonServerError>(&json_err).ok();
let server_error = json::from_str::<ServerError>(&json_err)
.or_else(|_| json::from_str::<ErrorResponse>(&json_err).map(|r| r.error))
.ok();
if let oauth2::Retry::After(d) = dlg.http_failure(&res,
json_server_error,
server_error) {
sleep(d);
continue;
}
dlg.finished(false);
return match json::from_str::<ErrorResponse>(&json_err){
Err(_) => Err(Error::Failure(res)),
Ok(serr) => Err(Error::BadRequest(serr))
}
}
let result_value = {
let mut json_response = String::new();
res.read_to_string(&mut json_response).unwrap();
match json::from_str(&json_response) {
Ok(decoded) => (res, decoded),
Err(err) => {
dlg.response_json_decode_error(&json_response, &err);
return Err(Error::JsonDecodeError(json_response, err));
}
}
};
dlg.finished(true);
return Ok(result_value)
}
}
}
}
/// The ID of the achievement used by this method.
///
/// Sets the *achievement id* path property to the given value.
///
/// Even though the property as already been set when instantiating this call,
/// we provide this method for API completeness.
pub fn achievement_id(mut self, new_value: &str) -> AchievementResetCall<'a, C, A> {
self._achievement_id = new_value.to_string();
self
}
/// The delegate implementation is consulted whenever there is an intermediate result, or if something goes wrong
/// while executing the actual API request.
///
/// It should be used to handle progress information, and to implement a certain level of resilience.
///
/// Sets the *delegate* property to the given value.
pub fn delegate(mut self, new_value: &'a mut dyn Delegate) -> AchievementResetCall<'a, C, A> {
self._delegate = Some(new_value);
self
}
/// Set any additional parameter of the query string used in the request.
/// It should be used to set parameters which are not yet available through their own
/// setters.
///
/// Please note that this method must not be used to set any of the known parameters
/// which have their own setter method. If done anyway, the request will fail.
///
/// # Additional Parameters
///
/// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
/// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
/// * *access_token* (query-string) - OAuth access token.
/// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
/// * *quotaUser* (query-string) - Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters.
/// * *callback* (query-string) - JSONP
/// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
/// * *key* (query-string) - API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token.
/// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
/// * *alt* (query-string) - Data format for response.
/// * *$.xgafv* (query-string) - V1 error format.
pub fn param<T>(mut self, name: T, value: T) -> AchievementResetCall<'a, C, A>
where T: AsRef<str> {
self._additional_params.insert(name.as_ref().to_string(), value.as_ref().to_string());
self
}
/// Identifies the authorization scope for the method you are building.
///
/// Use this method to actively specify which scope should be used, instead the default `Scope` variant
/// `Scope::Game`.
///
/// The `scope` will be added to a set of scopes. This is important as one can maintain access
/// tokens for more than one scope.
/// If `None` is specified, then all scopes will be removed and no default scope will be used either.
/// In that case, you have to specify your API-key using the `key` parameter (see the `param()`
/// function for details).
///
/// Usually there is more than one suitable scope to authorize an operation, some of which may
/// encompass more rights than others. For example, for listing resources, a *read-only* scope will be
/// sufficient, a read-write scope will do as well.
pub fn add_scope<T, S>(mut self, scope: T) -> AchievementResetCall<'a, C, A>
where T: Into<Option<S>>,
S: AsRef<str> {
match scope.into() {
Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
None => None,
};
self
}
}
/// Resets achievements with the given IDs for all players. This method is only
/// available to user accounts for your developer console. Only draft
/// achievements may be reset.
///
/// A builder for the *resetMultipleForAllPlayers* method supported by a *achievement* resource.
/// It is not used directly, but through a `AchievementMethods` instance.
///
/// # Example
///
/// Instantiate a resource method builder
///
/// ```test_harness,no_run
/// # extern crate hyper;
/// # extern crate hyper_rustls;
/// # extern crate yup_oauth2 as oauth2;
/// # extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// use gamesmanagement1_management::AchievementResetMultipleForAllRequest;
/// # #[test] fn egal() {
/// # use std::default::Default;
/// # use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// # use gamesmanagement1_management::GamesManagement;
///
/// # let secret: ApplicationSecret = Default::default();
/// # let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// # hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// # <MemoryStorage as Default>::default(), None);
/// # let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // As the method needs a request, you would usually fill it with the desired information
/// // into the respective structure. Some of the parts shown here might not be applicable !
/// // Values shown here are possibly random and not representative !
/// let mut req = AchievementResetMultipleForAllRequest::default();
///
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.achievements().reset_multiple_for_all_players(req)
/// .doit();
/// # }
/// ```
pub struct AchievementResetMultipleForAllPlayerCall<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
_request: AchievementResetMultipleForAllRequest,
_delegate: Option<&'a mut dyn Delegate>,
_additional_params: HashMap<String, String>,
_scopes: BTreeMap<String, ()>
}
impl<'a, C, A> CallBuilder for AchievementResetMultipleForAllPlayerCall<'a, C, A> {}
impl<'a, C, A> AchievementResetMultipleForAllPlayerCall<'a, C, A> where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
/// Perform the operation you have build so far.
pub fn doit(mut self) -> Result<hyper::client::Response> {
use std::io::{Read, Seek};
use hyper::header::{ContentType, ContentLength, Authorization, Bearer, UserAgent, Location};
let mut dd = DefaultDelegate;
let mut dlg: &mut dyn Delegate = match self._delegate {
Some(d) => d,
None => &mut dd
};
dlg.begin(MethodInfo { id: "gamesManagement.achievements.resetMultipleForAllPlayers",
http_method: hyper::method::Method::Post });
let mut params: Vec<(&str, String)> = Vec::with_capacity(2 + self._additional_params.len());
for &field in [].iter() {
if self._additional_params.contains_key(field) {
dlg.finished(false);
return Err(Error::FieldClash(field));
}
}
for (name, value) in self._additional_params.iter() {
params.push((&name, value.clone()));
}
let mut url = self.hub._base_url.clone() + "games/v1management/achievements/resetMultipleForAllPlayers";
if self._scopes.len() == 0 {
self._scopes.insert(Scope::Game.as_ref().to_string(), ());
}
let url = hyper::Url::parse_with_params(&url, params).unwrap();
let mut json_mime_type = mime::Mime(mime::TopLevel::Application, mime::SubLevel::Json, Default::default());
let mut request_value_reader =
{
let mut value = json::value::to_value(&self._request).expect("serde to work");
remove_json_null_values(&mut value);
let mut dst = io::Cursor::new(Vec::with_capacity(128));
json::to_writer(&mut dst, &value).unwrap();
dst
};
let request_size = request_value_reader.seek(io::SeekFrom::End(0)).unwrap();
request_value_reader.seek(io::SeekFrom::Start(0)).unwrap();
loop {
let token = match self.hub.auth.borrow_mut().token(self._scopes.keys()) {
Ok(token) => token,
Err(err) => {
match dlg.token(&*err) {
Some(token) => token,
None => {
dlg.finished(false);
return Err(Error::MissingToken(err))
}
}
}
};
let auth_header = Authorization(Bearer { token: token.access_token });
request_value_reader.seek(io::SeekFrom::Start(0)).unwrap();
let mut req_result = {
let mut client = &mut *self.hub.client.borrow_mut();
let mut req = client.borrow_mut().request(hyper::method::Method::Post, url.clone())
.header(UserAgent(self.hub._user_agent.clone()))
.header(auth_header.clone())
.header(ContentType(json_mime_type.clone()))
.header(ContentLength(request_size as u64))
.body(&mut request_value_reader);
dlg.pre_request();
req.send()
};
match req_result {
Err(err) => {
if let oauth2::Retry::After(d) = dlg.http_error(&err) {
sleep(d);
continue;
}
dlg.finished(false);
return Err(Error::HttpError(err))
}
Ok(mut res) => {
if !res.status.is_success() {
let mut json_err = String::new();
res.read_to_string(&mut json_err).unwrap();
let json_server_error = json::from_str::<JsonServerError>(&json_err).ok();
let server_error = json::from_str::<ServerError>(&json_err)
.or_else(|_| json::from_str::<ErrorResponse>(&json_err).map(|r| r.error))
.ok();
if let oauth2::Retry::After(d) = dlg.http_failure(&res,
json_server_error,
server_error) {
sleep(d);
continue;
}
dlg.finished(false);
return match json::from_str::<ErrorResponse>(&json_err){
Err(_) => Err(Error::Failure(res)),
Ok(serr) => Err(Error::BadRequest(serr))
}
}
let result_value = res;
dlg.finished(true);
return Ok(result_value)
}
}
}
}
///
/// Sets the *request* property to the given value.
///
/// Even though the property as already been set when instantiating this call,
/// we provide this method for API completeness.
pub fn request(mut self, new_value: AchievementResetMultipleForAllRequest) -> AchievementResetMultipleForAllPlayerCall<'a, C, A> {
self._request = new_value;
self
}
/// The delegate implementation is consulted whenever there is an intermediate result, or if something goes wrong
/// while executing the actual API request.
///
/// It should be used to handle progress information, and to implement a certain level of resilience.
///
/// Sets the *delegate* property to the given value.
pub fn delegate(mut self, new_value: &'a mut dyn Delegate) -> AchievementResetMultipleForAllPlayerCall<'a, C, A> {
self._delegate = Some(new_value);
self
}
/// Set any additional parameter of the query string used in the request.
/// It should be used to set parameters which are not yet available through their own
/// setters.
///
/// Please note that this method must not be used to set any of the known parameters
/// which have their own setter method. If done anyway, the request will fail.
///
/// # Additional Parameters
///
/// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
/// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
/// * *access_token* (query-string) - OAuth access token.
/// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
/// * *quotaUser* (query-string) - Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters.
/// * *callback* (query-string) - JSONP
/// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
/// * *key* (query-string) - API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token.
/// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
/// * *alt* (query-string) - Data format for response.
/// * *$.xgafv* (query-string) - V1 error format.
pub fn param<T>(mut self, name: T, value: T) -> AchievementResetMultipleForAllPlayerCall<'a, C, A>
where T: AsRef<str> {
self._additional_params.insert(name.as_ref().to_string(), value.as_ref().to_string());
self
}
/// Identifies the authorization scope for the method you are building.
///
/// Use this method to actively specify which scope should be used, instead the default `Scope` variant
/// `Scope::Game`.
///
/// The `scope` will be added to a set of scopes. This is important as one can maintain access
/// tokens for more than one scope.
/// If `None` is specified, then all scopes will be removed and no default scope will be used either.
/// In that case, you have to specify your API-key using the `key` parameter (see the `param()`
/// function for details).
///
/// Usually there is more than one suitable scope to authorize an operation, some of which may
/// encompass more rights than others. For example, for listing resources, a *read-only* scope will be
/// sufficient, a read-write scope will do as well.
pub fn add_scope<T, S>(mut self, scope: T) -> AchievementResetMultipleForAllPlayerCall<'a, C, A>
where T: Into<Option<S>>,
S: AsRef<str> {
match scope.into() {
Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
None => None,
};
self
}
}
/// Resets all draft achievements for all players. This method is only
/// available to user accounts for your developer console.
///
/// A builder for the *resetAllForAllPlayers* method supported by a *achievement* resource.
/// It is not used directly, but through a `AchievementMethods` instance.
///
/// # Example
///
/// Instantiate a resource method builder
///
/// ```test_harness,no_run
/// # extern crate hyper;
/// # extern crate hyper_rustls;
/// # extern crate yup_oauth2 as oauth2;
/// # extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// # #[test] fn egal() {
/// # use std::default::Default;
/// # use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// # use gamesmanagement1_management::GamesManagement;
///
/// # let secret: ApplicationSecret = Default::default();
/// # let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// # hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// # <MemoryStorage as Default>::default(), None);
/// # let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.achievements().reset_all_for_all_players()
/// .doit();
/// # }
/// ```
pub struct AchievementResetAllForAllPlayerCall<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
_delegate: Option<&'a mut dyn Delegate>,
_additional_params: HashMap<String, String>,
_scopes: BTreeMap<String, ()>
}
impl<'a, C, A> CallBuilder for AchievementResetAllForAllPlayerCall<'a, C, A> {}
impl<'a, C, A> AchievementResetAllForAllPlayerCall<'a, C, A> where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
/// Perform the operation you have build so far.
pub fn doit(mut self) -> Result<hyper::client::Response> {
use std::io::{Read, Seek};
use hyper::header::{ContentType, ContentLength, Authorization, Bearer, UserAgent, Location};
let mut dd = DefaultDelegate;
let mut dlg: &mut dyn Delegate = match self._delegate {
Some(d) => d,
None => &mut dd
};
dlg.begin(MethodInfo { id: "gamesManagement.achievements.resetAllForAllPlayers",
http_method: hyper::method::Method::Post });
let mut params: Vec<(&str, String)> = Vec::with_capacity(1 + self._additional_params.len());
for &field in [].iter() {
if self._additional_params.contains_key(field) {
dlg.finished(false);
return Err(Error::FieldClash(field));
}
}
for (name, value) in self._additional_params.iter() {
params.push((&name, value.clone()));
}
let mut url = self.hub._base_url.clone() + "games/v1management/achievements/resetAllForAllPlayers";
if self._scopes.len() == 0 {
self._scopes.insert(Scope::Game.as_ref().to_string(), ());
}
let url = hyper::Url::parse_with_params(&url, params).unwrap();
loop {
let token = match self.hub.auth.borrow_mut().token(self._scopes.keys()) {
Ok(token) => token,
Err(err) => {
match dlg.token(&*err) {
Some(token) => token,
None => {
dlg.finished(false);
return Err(Error::MissingToken(err))
}
}
}
};
let auth_header = Authorization(Bearer { token: token.access_token });
let mut req_result = {
let mut client = &mut *self.hub.client.borrow_mut();
let mut req = client.borrow_mut().request(hyper::method::Method::Post, url.clone())
.header(UserAgent(self.hub._user_agent.clone()))
.header(auth_header.clone());
dlg.pre_request();
req.send()
};
match req_result {
Err(err) => {
if let oauth2::Retry::After(d) = dlg.http_error(&err) {
sleep(d);
continue;
}
dlg.finished(false);
return Err(Error::HttpError(err))
}
Ok(mut res) => {
if !res.status.is_success() {
let mut json_err = String::new();
res.read_to_string(&mut json_err).unwrap();
let json_server_error = json::from_str::<JsonServerError>(&json_err).ok();
let server_error = json::from_str::<ServerError>(&json_err)
.or_else(|_| json::from_str::<ErrorResponse>(&json_err).map(|r| r.error))
.ok();
if let oauth2::Retry::After(d) = dlg.http_failure(&res,
json_server_error,
server_error) {
sleep(d);
continue;
}
dlg.finished(false);
return match json::from_str::<ErrorResponse>(&json_err){
Err(_) => Err(Error::Failure(res)),
Ok(serr) => Err(Error::BadRequest(serr))
}
}
let result_value = res;
dlg.finished(true);
return Ok(result_value)
}
}
}
}
/// The delegate implementation is consulted whenever there is an intermediate result, or if something goes wrong
/// while executing the actual API request.
///
/// It should be used to handle progress information, and to implement a certain level of resilience.
///
/// Sets the *delegate* property to the given value.
pub fn delegate(mut self, new_value: &'a mut dyn Delegate) -> AchievementResetAllForAllPlayerCall<'a, C, A> {
self._delegate = Some(new_value);
self
}
/// Set any additional parameter of the query string used in the request.
/// It should be used to set parameters which are not yet available through their own
/// setters.
///
/// Please note that this method must not be used to set any of the known parameters
/// which have their own setter method. If done anyway, the request will fail.
///
/// # Additional Parameters
///
/// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
/// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
/// * *access_token* (query-string) - OAuth access token.
/// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
/// * *quotaUser* (query-string) - Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters.
/// * *callback* (query-string) - JSONP
/// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
/// * *key* (query-string) - API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token.
/// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
/// * *alt* (query-string) - Data format for response.
/// * *$.xgafv* (query-string) - V1 error format.
pub fn param<T>(mut self, name: T, value: T) -> AchievementResetAllForAllPlayerCall<'a, C, A>
where T: AsRef<str> {
self._additional_params.insert(name.as_ref().to_string(), value.as_ref().to_string());
self
}
/// Identifies the authorization scope for the method you are building.
///
/// Use this method to actively specify which scope should be used, instead the default `Scope` variant
/// `Scope::Game`.
///
/// The `scope` will be added to a set of scopes. This is important as one can maintain access
/// tokens for more than one scope.
/// If `None` is specified, then all scopes will be removed and no default scope will be used either.
/// In that case, you have to specify your API-key using the `key` parameter (see the `param()`
/// function for details).
///
/// Usually there is more than one suitable scope to authorize an operation, some of which may
/// encompass more rights than others. For example, for listing resources, a *read-only* scope will be
/// sufficient, a read-write scope will do as well.
pub fn add_scope<T, S>(mut self, scope: T) -> AchievementResetAllForAllPlayerCall<'a, C, A>
where T: Into<Option<S>>,
S: AsRef<str> {
match scope.into() {
Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
None => None,
};
self
}
}
/// Resets all achievements for the currently authenticated player for your
/// application. This method is only accessible to whitelisted tester accounts
/// for your application.
///
/// A builder for the *resetAll* method supported by a *achievement* resource.
/// It is not used directly, but through a `AchievementMethods` instance.
///
/// # Example
///
/// Instantiate a resource method builder
///
/// ```test_harness,no_run
/// # extern crate hyper;
/// # extern crate hyper_rustls;
/// # extern crate yup_oauth2 as oauth2;
/// # extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// # #[test] fn egal() {
/// # use std::default::Default;
/// # use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// # use gamesmanagement1_management::GamesManagement;
///
/// # let secret: ApplicationSecret = Default::default();
/// # let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// # hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// # <MemoryStorage as Default>::default(), None);
/// # let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.achievements().reset_all()
/// .doit();
/// # }
/// ```
pub struct AchievementResetAllCall<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
_delegate: Option<&'a mut dyn Delegate>,
_additional_params: HashMap<String, String>,
_scopes: BTreeMap<String, ()>
}
impl<'a, C, A> CallBuilder for AchievementResetAllCall<'a, C, A> {}
impl<'a, C, A> AchievementResetAllCall<'a, C, A> where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
/// Perform the operation you have build so far.
pub fn doit(mut self) -> Result<(hyper::client::Response, AchievementResetAllResponse)> {
use std::io::{Read, Seek};
use hyper::header::{ContentType, ContentLength, Authorization, Bearer, UserAgent, Location};
let mut dd = DefaultDelegate;
let mut dlg: &mut dyn Delegate = match self._delegate {
Some(d) => d,
None => &mut dd
};
dlg.begin(MethodInfo { id: "gamesManagement.achievements.resetAll",
http_method: hyper::method::Method::Post });
let mut params: Vec<(&str, String)> = Vec::with_capacity(2 + self._additional_params.len());
for &field in ["alt"].iter() {
if self._additional_params.contains_key(field) {
dlg.finished(false);
return Err(Error::FieldClash(field));
}
}
for (name, value) in self._additional_params.iter() {
params.push((&name, value.clone()));
}
params.push(("alt", "json".to_string()));
let mut url = self.hub._base_url.clone() + "games/v1management/achievements/reset";
if self._scopes.len() == 0 {
self._scopes.insert(Scope::Game.as_ref().to_string(), ());
}
let url = hyper::Url::parse_with_params(&url, params).unwrap();
loop {
let token = match self.hub.auth.borrow_mut().token(self._scopes.keys()) {
Ok(token) => token,
Err(err) => {
match dlg.token(&*err) {
Some(token) => token,
None => {
dlg.finished(false);
return Err(Error::MissingToken(err))
}
}
}
};
let auth_header = Authorization(Bearer { token: token.access_token });
let mut req_result = {
let mut client = &mut *self.hub.client.borrow_mut();
let mut req = client.borrow_mut().request(hyper::method::Method::Post, url.clone())
.header(UserAgent(self.hub._user_agent.clone()))
.header(auth_header.clone());
dlg.pre_request();
req.send()
};
match req_result {
Err(err) => {
if let oauth2::Retry::After(d) = dlg.http_error(&err) {
sleep(d);
continue;
}
dlg.finished(false);
return Err(Error::HttpError(err))
}
Ok(mut res) => {
if !res.status.is_success() {
let mut json_err = String::new();
res.read_to_string(&mut json_err).unwrap();
let json_server_error = json::from_str::<JsonServerError>(&json_err).ok();
let server_error = json::from_str::<ServerError>(&json_err)
.or_else(|_| json::from_str::<ErrorResponse>(&json_err).map(|r| r.error))
.ok();
if let oauth2::Retry::After(d) = dlg.http_failure(&res,
json_server_error,
server_error) {
sleep(d);
continue;
}
dlg.finished(false);
return match json::from_str::<ErrorResponse>(&json_err){
Err(_) => Err(Error::Failure(res)),
Ok(serr) => Err(Error::BadRequest(serr))
}
}
let result_value = {
let mut json_response = String::new();
res.read_to_string(&mut json_response).unwrap();
match json::from_str(&json_response) {
Ok(decoded) => (res, decoded),
Err(err) => {
dlg.response_json_decode_error(&json_response, &err);
return Err(Error::JsonDecodeError(json_response, err));
}
}
};
dlg.finished(true);
return Ok(result_value)
}
}
}
}
/// The delegate implementation is consulted whenever there is an intermediate result, or if something goes wrong
/// while executing the actual API request.
///
/// It should be used to handle progress information, and to implement a certain level of resilience.
///
/// Sets the *delegate* property to the given value.
pub fn delegate(mut self, new_value: &'a mut dyn Delegate) -> AchievementResetAllCall<'a, C, A> {
self._delegate = Some(new_value);
self
}
/// Set any additional parameter of the query string used in the request.
/// It should be used to set parameters which are not yet available through their own
/// setters.
///
/// Please note that this method must not be used to set any of the known parameters
/// which have their own setter method. If done anyway, the request will fail.
///
/// # Additional Parameters
///
/// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
/// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
/// * *access_token* (query-string) - OAuth access token.
/// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
/// * *quotaUser* (query-string) - Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters.
/// * *callback* (query-string) - JSONP
/// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
/// * *key* (query-string) - API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token.
/// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
/// * *alt* (query-string) - Data format for response.
/// * *$.xgafv* (query-string) - V1 error format.
pub fn param<T>(mut self, name: T, value: T) -> AchievementResetAllCall<'a, C, A>
where T: AsRef<str> {
self._additional_params.insert(name.as_ref().to_string(), value.as_ref().to_string());
self
}
/// Identifies the authorization scope for the method you are building.
///
/// Use this method to actively specify which scope should be used, instead the default `Scope` variant
/// `Scope::Game`.
///
/// The `scope` will be added to a set of scopes. This is important as one can maintain access
/// tokens for more than one scope.
/// If `None` is specified, then all scopes will be removed and no default scope will be used either.
/// In that case, you have to specify your API-key using the `key` parameter (see the `param()`
/// function for details).
///
/// Usually there is more than one suitable scope to authorize an operation, some of which may
/// encompass more rights than others. For example, for listing resources, a *read-only* scope will be
/// sufficient, a read-write scope will do as well.
pub fn add_scope<T, S>(mut self, scope: T) -> AchievementResetAllCall<'a, C, A>
where T: Into<Option<S>>,
S: AsRef<str> {
match scope.into() {
Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
None => None,
};
self
}
}
/// Get the list of players hidden from the given application. This method is
/// only available to user accounts for your developer console.
///
/// A builder for the *listHidden* method supported by a *application* resource.
/// It is not used directly, but through a `ApplicationMethods` instance.
///
/// # Example
///
/// Instantiate a resource method builder
///
/// ```test_harness,no_run
/// # extern crate hyper;
/// # extern crate hyper_rustls;
/// # extern crate yup_oauth2 as oauth2;
/// # extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// # #[test] fn egal() {
/// # use std::default::Default;
/// # use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// # use gamesmanagement1_management::GamesManagement;
///
/// # let secret: ApplicationSecret = Default::default();
/// # let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// # hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// # <MemoryStorage as Default>::default(), None);
/// # let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.applications().list_hidden("applicationId")
/// .page_token("justo")
/// .max_results(-1)
/// .doit();
/// # }
/// ```
pub struct ApplicationListHiddenCall<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
_application_id: String,
_page_token: Option<String>,
_max_results: Option<i32>,
_delegate: Option<&'a mut dyn Delegate>,
_additional_params: HashMap<String, String>,
_scopes: BTreeMap<String, ()>
}
impl<'a, C, A> CallBuilder for ApplicationListHiddenCall<'a, C, A> {}
impl<'a, C, A> ApplicationListHiddenCall<'a, C, A> where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
/// Perform the operation you have build so far.
pub fn doit(mut self) -> Result<(hyper::client::Response, HiddenPlayerList)> {
use std::io::{Read, Seek};
use hyper::header::{ContentType, ContentLength, Authorization, Bearer, UserAgent, Location};
let mut dd = DefaultDelegate;
let mut dlg: &mut dyn Delegate = match self._delegate {
Some(d) => d,
None => &mut dd
};
dlg.begin(MethodInfo { id: "gamesManagement.applications.listHidden",
http_method: hyper::method::Method::Get });
let mut params: Vec<(&str, String)> = Vec::with_capacity(5 + self._additional_params.len());
params.push(("applicationId", self._application_id.to_string()));
if let Some(value) = self._page_token {
params.push(("pageToken", value.to_string()));
}
if let Some(value) = self._max_results {
params.push(("maxResults", value.to_string()));
}
for &field in ["alt", "applicationId", "pageToken", "maxResults"].iter() {
if self._additional_params.contains_key(field) {
dlg.finished(false);
return Err(Error::FieldClash(field));
}
}
for (name, value) in self._additional_params.iter() {
params.push((&name, value.clone()));
}
params.push(("alt", "json".to_string()));
let mut url = self.hub._base_url.clone() + "games/v1management/applications/{applicationId}/players/hidden";
if self._scopes.len() == 0 {
self._scopes.insert(Scope::Game.as_ref().to_string(), ());
}
for &(find_this, param_name) in [("{applicationId}", "applicationId")].iter() {
let mut replace_with: Option<&str> = None;
for &(name, ref value) in params.iter() {
if name == param_name {
replace_with = Some(value);
break;
}
}
url = url.replace(find_this, replace_with.expect("to find substitution value in params"));
}
{
let mut indices_for_removal: Vec<usize> = Vec::with_capacity(1);
for param_name in ["applicationId"].iter() {
if let Some(index) = params.iter().position(|t| &t.0 == param_name) {
indices_for_removal.push(index);
}
}
for &index in indices_for_removal.iter() {
params.remove(index);
}
}
let url = hyper::Url::parse_with_params(&url, params).unwrap();
loop {
let token = match self.hub.auth.borrow_mut().token(self._scopes.keys()) {
Ok(token) => token,
Err(err) => {
match dlg.token(&*err) {
Some(token) => token,
None => {
dlg.finished(false);
return Err(Error::MissingToken(err))
}
}
}
};
let auth_header = Authorization(Bearer { token: token.access_token });
let mut req_result = {
let mut client = &mut *self.hub.client.borrow_mut();
let mut req = client.borrow_mut().request(hyper::method::Method::Get, url.clone())
.header(UserAgent(self.hub._user_agent.clone()))
.header(auth_header.clone());
dlg.pre_request();
req.send()
};
match req_result {
Err(err) => {
if let oauth2::Retry::After(d) = dlg.http_error(&err) {
sleep(d);
continue;
}
dlg.finished(false);
return Err(Error::HttpError(err))
}
Ok(mut res) => {
if !res.status.is_success() {
let mut json_err = String::new();
res.read_to_string(&mut json_err).unwrap();
let json_server_error = json::from_str::<JsonServerError>(&json_err).ok();
let server_error = json::from_str::<ServerError>(&json_err)
.or_else(|_| json::from_str::<ErrorResponse>(&json_err).map(|r| r.error))
.ok();
if let oauth2::Retry::After(d) = dlg.http_failure(&res,
json_server_error,
server_error) {
sleep(d);
continue;
}
dlg.finished(false);
return match json::from_str::<ErrorResponse>(&json_err){
Err(_) => Err(Error::Failure(res)),
Ok(serr) => Err(Error::BadRequest(serr))
}
}
let result_value = {
let mut json_response = String::new();
res.read_to_string(&mut json_response).unwrap();
match json::from_str(&json_response) {
Ok(decoded) => (res, decoded),
Err(err) => {
dlg.response_json_decode_error(&json_response, &err);
return Err(Error::JsonDecodeError(json_response, err));
}
}
};
dlg.finished(true);
return Ok(result_value)
}
}
}
}
/// The application ID from the Google Play developer console.
///
/// Sets the *application id* path property to the given value.
///
/// Even though the property as already been set when instantiating this call,
/// we provide this method for API completeness.
pub fn application_id(mut self, new_value: &str) -> ApplicationListHiddenCall<'a, C, A> {
self._application_id = new_value.to_string();
self
}
/// The token returned by the previous request.
///
/// Sets the *page token* query property to the given value.
pub fn page_token(mut self, new_value: &str) -> ApplicationListHiddenCall<'a, C, A> {
self._page_token = Some(new_value.to_string());
self
}
/// The maximum number of player resources to return in the response, used for
/// paging. For any response, the actual number of player resources returned
/// may be less than the specified `maxResults`.
///
/// Sets the *max results* query property to the given value.
pub fn max_results(mut self, new_value: i32) -> ApplicationListHiddenCall<'a, C, A> {
self._max_results = Some(new_value);
self
}
/// The delegate implementation is consulted whenever there is an intermediate result, or if something goes wrong
/// while executing the actual API request.
///
/// It should be used to handle progress information, and to implement a certain level of resilience.
///
/// Sets the *delegate* property to the given value.
pub fn delegate(mut self, new_value: &'a mut dyn Delegate) -> ApplicationListHiddenCall<'a, C, A> {
self._delegate = Some(new_value);
self
}
/// Set any additional parameter of the query string used in the request.
/// It should be used to set parameters which are not yet available through their own
/// setters.
///
/// Please note that this method must not be used to set any of the known parameters
/// which have their own setter method. If done anyway, the request will fail.
///
/// # Additional Parameters
///
/// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
/// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
/// * *access_token* (query-string) - OAuth access token.
/// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
/// * *quotaUser* (query-string) - Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters.
/// * *callback* (query-string) - JSONP
/// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
/// * *key* (query-string) - API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token.
/// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
/// * *alt* (query-string) - Data format for response.
/// * *$.xgafv* (query-string) - V1 error format.
pub fn param<T>(mut self, name: T, value: T) -> ApplicationListHiddenCall<'a, C, A>
where T: AsRef<str> {
self._additional_params.insert(name.as_ref().to_string(), value.as_ref().to_string());
self
}
/// Identifies the authorization scope for the method you are building.
///
/// Use this method to actively specify which scope should be used, instead the default `Scope` variant
/// `Scope::Game`.
///
/// The `scope` will be added to a set of scopes. This is important as one can maintain access
/// tokens for more than one scope.
/// If `None` is specified, then all scopes will be removed and no default scope will be used either.
/// In that case, you have to specify your API-key using the `key` parameter (see the `param()`
/// function for details).
///
/// Usually there is more than one suitable scope to authorize an operation, some of which may
/// encompass more rights than others. For example, for listing resources, a *read-only* scope will be
/// sufficient, a read-write scope will do as well.
pub fn add_scope<T, S>(mut self, scope: T) -> ApplicationListHiddenCall<'a, C, A>
where T: Into<Option<S>>,
S: AsRef<str> {
match scope.into() {
Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
None => None,
};
self
}
}
/// Unhide the given player's leaderboard scores from the given application.
/// This method is only available to user accounts for your developer console.
///
/// A builder for the *unhide* method supported by a *player* resource.
/// It is not used directly, but through a `PlayerMethods` instance.
///
/// # Example
///
/// Instantiate a resource method builder
///
/// ```test_harness,no_run
/// # extern crate hyper;
/// # extern crate hyper_rustls;
/// # extern crate yup_oauth2 as oauth2;
/// # extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// # #[test] fn egal() {
/// # use std::default::Default;
/// # use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// # use gamesmanagement1_management::GamesManagement;
///
/// # let secret: ApplicationSecret = Default::default();
/// # let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// # hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// # <MemoryStorage as Default>::default(), None);
/// # let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.players().unhide("applicationId", "playerId")
/// .doit();
/// # }
/// ```
pub struct PlayerUnhideCall<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
_application_id: String,
_player_id: String,
_delegate: Option<&'a mut dyn Delegate>,
_additional_params: HashMap<String, String>,
_scopes: BTreeMap<String, ()>
}
impl<'a, C, A> CallBuilder for PlayerUnhideCall<'a, C, A> {}
impl<'a, C, A> PlayerUnhideCall<'a, C, A> where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
/// Perform the operation you have build so far.
pub fn doit(mut self) -> Result<hyper::client::Response> {
use std::io::{Read, Seek};
use hyper::header::{ContentType, ContentLength, Authorization, Bearer, UserAgent, Location};
let mut dd = DefaultDelegate;
let mut dlg: &mut dyn Delegate = match self._delegate {
Some(d) => d,
None => &mut dd
};
dlg.begin(MethodInfo { id: "gamesManagement.players.unhide",
http_method: hyper::method::Method::Delete });
let mut params: Vec<(&str, String)> = Vec::with_capacity(3 + self._additional_params.len());
params.push(("applicationId", self._application_id.to_string()));
params.push(("playerId", self._player_id.to_string()));
for &field in ["applicationId", "playerId"].iter() {
if self._additional_params.contains_key(field) {
dlg.finished(false);
return Err(Error::FieldClash(field));
}
}
for (name, value) in self._additional_params.iter() {
params.push((&name, value.clone()));
}
let mut url = self.hub._base_url.clone() + "games/v1management/applications/{applicationId}/players/hidden/{playerId}";
if self._scopes.len() == 0 {
self._scopes.insert(Scope::Game.as_ref().to_string(), ());
}
for &(find_this, param_name) in [("{applicationId}", "applicationId"), ("{playerId}", "playerId")].iter() {
let mut replace_with: Option<&str> = None;
for &(name, ref value) in params.iter() {
if name == param_name {
replace_with = Some(value);
break;
}
}
url = url.replace(find_this, replace_with.expect("to find substitution value in params"));
}
{
let mut indices_for_removal: Vec<usize> = Vec::with_capacity(2);
for param_name in ["playerId", "applicationId"].iter() {
if let Some(index) = params.iter().position(|t| &t.0 == param_name) {
indices_for_removal.push(index);
}
}
for &index in indices_for_removal.iter() {
params.remove(index);
}
}
let url = hyper::Url::parse_with_params(&url, params).unwrap();
loop {
let token = match self.hub.auth.borrow_mut().token(self._scopes.keys()) {
Ok(token) => token,
Err(err) => {
match dlg.token(&*err) {
Some(token) => token,
None => {
dlg.finished(false);
return Err(Error::MissingToken(err))
}
}
}
};
let auth_header = Authorization(Bearer { token: token.access_token });
let mut req_result = {
let mut client = &mut *self.hub.client.borrow_mut();
let mut req = client.borrow_mut().request(hyper::method::Method::Delete, url.clone())
.header(UserAgent(self.hub._user_agent.clone()))
.header(auth_header.clone());
dlg.pre_request();
req.send()
};
match req_result {
Err(err) => {
if let oauth2::Retry::After(d) = dlg.http_error(&err) {
sleep(d);
continue;
}
dlg.finished(false);
return Err(Error::HttpError(err))
}
Ok(mut res) => {
if !res.status.is_success() {
let mut json_err = String::new();
res.read_to_string(&mut json_err).unwrap();
let json_server_error = json::from_str::<JsonServerError>(&json_err).ok();
let server_error = json::from_str::<ServerError>(&json_err)
.or_else(|_| json::from_str::<ErrorResponse>(&json_err).map(|r| r.error))
.ok();
if let oauth2::Retry::After(d) = dlg.http_failure(&res,
json_server_error,
server_error) {
sleep(d);
continue;
}
dlg.finished(false);
return match json::from_str::<ErrorResponse>(&json_err){
Err(_) => Err(Error::Failure(res)),
Ok(serr) => Err(Error::BadRequest(serr))
}
}
let result_value = res;
dlg.finished(true);
return Ok(result_value)
}
}
}
}
/// The application ID from the Google Play developer console.
///
/// Sets the *application id* path property to the given value.
///
/// Even though the property as already been set when instantiating this call,
/// we provide this method for API completeness.
pub fn application_id(mut self, new_value: &str) -> PlayerUnhideCall<'a, C, A> {
self._application_id = new_value.to_string();
self
}
/// A player ID. A value of `me` may be used in place of the
/// authenticated player's ID.
///
/// Sets the *player id* path property to the given value.
///
/// Even though the property as already been set when instantiating this call,
/// we provide this method for API completeness.
pub fn player_id(mut self, new_value: &str) -> PlayerUnhideCall<'a, C, A> {
self._player_id = new_value.to_string();
self
}
/// The delegate implementation is consulted whenever there is an intermediate result, or if something goes wrong
/// while executing the actual API request.
///
/// It should be used to handle progress information, and to implement a certain level of resilience.
///
/// Sets the *delegate* property to the given value.
pub fn delegate(mut self, new_value: &'a mut dyn Delegate) -> PlayerUnhideCall<'a, C, A> {
self._delegate = Some(new_value);
self
}
/// Set any additional parameter of the query string used in the request.
/// It should be used to set parameters which are not yet available through their own
/// setters.
///
/// Please note that this method must not be used to set any of the known parameters
/// which have their own setter method. If done anyway, the request will fail.
///
/// # Additional Parameters
///
/// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
/// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
/// * *access_token* (query-string) - OAuth access token.
/// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
/// * *quotaUser* (query-string) - Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters.
/// * *callback* (query-string) - JSONP
/// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
/// * *key* (query-string) - API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token.
/// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
/// * *alt* (query-string) - Data format for response.
/// * *$.xgafv* (query-string) - V1 error format.
pub fn param<T>(mut self, name: T, value: T) -> PlayerUnhideCall<'a, C, A>
where T: AsRef<str> {
self._additional_params.insert(name.as_ref().to_string(), value.as_ref().to_string());
self
}
/// Identifies the authorization scope for the method you are building.
///
/// Use this method to actively specify which scope should be used, instead the default `Scope` variant
/// `Scope::Game`.
///
/// The `scope` will be added to a set of scopes. This is important as one can maintain access
/// tokens for more than one scope.
/// If `None` is specified, then all scopes will be removed and no default scope will be used either.
/// In that case, you have to specify your API-key using the `key` parameter (see the `param()`
/// function for details).
///
/// Usually there is more than one suitable scope to authorize an operation, some of which may
/// encompass more rights than others. For example, for listing resources, a *read-only* scope will be
/// sufficient, a read-write scope will do as well.
pub fn add_scope<T, S>(mut self, scope: T) -> PlayerUnhideCall<'a, C, A>
where T: Into<Option<S>>,
S: AsRef<str> {
match scope.into() {
Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
None => None,
};
self
}
}
/// Hide the given player's leaderboard scores from the given application. This
/// method is only available to user accounts for your developer console.
///
/// A builder for the *hide* method supported by a *player* resource.
/// It is not used directly, but through a `PlayerMethods` instance.
///
/// # Example
///
/// Instantiate a resource method builder
///
/// ```test_harness,no_run
/// # extern crate hyper;
/// # extern crate hyper_rustls;
/// # extern crate yup_oauth2 as oauth2;
/// # extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// # #[test] fn egal() {
/// # use std::default::Default;
/// # use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// # use gamesmanagement1_management::GamesManagement;
///
/// # let secret: ApplicationSecret = Default::default();
/// # let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// # hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// # <MemoryStorage as Default>::default(), None);
/// # let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.players().hide("applicationId", "playerId")
/// .doit();
/// # }
/// ```
pub struct PlayerHideCall<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
_application_id: String,
_player_id: String,
_delegate: Option<&'a mut dyn Delegate>,
_additional_params: HashMap<String, String>,
_scopes: BTreeMap<String, ()>
}
impl<'a, C, A> CallBuilder for PlayerHideCall<'a, C, A> {}
impl<'a, C, A> PlayerHideCall<'a, C, A> where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
/// Perform the operation you have build so far.
pub fn doit(mut self) -> Result<hyper::client::Response> {
use std::io::{Read, Seek};
use hyper::header::{ContentType, ContentLength, Authorization, Bearer, UserAgent, Location};
let mut dd = DefaultDelegate;
let mut dlg: &mut dyn Delegate = match self._delegate {
Some(d) => d,
None => &mut dd
};
dlg.begin(MethodInfo { id: "gamesManagement.players.hide",
http_method: hyper::method::Method::Post });
let mut params: Vec<(&str, String)> = Vec::with_capacity(3 + self._additional_params.len());
params.push(("applicationId", self._application_id.to_string()));
params.push(("playerId", self._player_id.to_string()));
for &field in ["applicationId", "playerId"].iter() {
if self._additional_params.contains_key(field) {
dlg.finished(false);
return Err(Error::FieldClash(field));
}
}
for (name, value) in self._additional_params.iter() {
params.push((&name, value.clone()));
}
let mut url = self.hub._base_url.clone() + "games/v1management/applications/{applicationId}/players/hidden/{playerId}";
if self._scopes.len() == 0 {
self._scopes.insert(Scope::Game.as_ref().to_string(), ());
}
for &(find_this, param_name) in [("{applicationId}", "applicationId"), ("{playerId}", "playerId")].iter() {
let mut replace_with: Option<&str> = None;
for &(name, ref value) in params.iter() {
if name == param_name {
replace_with = Some(value);
break;
}
}
url = url.replace(find_this, replace_with.expect("to find substitution value in params"));
}
{
let mut indices_for_removal: Vec<usize> = Vec::with_capacity(2);
for param_name in ["playerId", "applicationId"].iter() {
if let Some(index) = params.iter().position(|t| &t.0 == param_name) {
indices_for_removal.push(index);
}
}
for &index in indices_for_removal.iter() {
params.remove(index);
}
}
let url = hyper::Url::parse_with_params(&url, params).unwrap();
loop {
let token = match self.hub.auth.borrow_mut().token(self._scopes.keys()) {
Ok(token) => token,
Err(err) => {
match dlg.token(&*err) {
Some(token) => token,
None => {
dlg.finished(false);
return Err(Error::MissingToken(err))
}
}
}
};
let auth_header = Authorization(Bearer { token: token.access_token });
let mut req_result = {
let mut client = &mut *self.hub.client.borrow_mut();
let mut req = client.borrow_mut().request(hyper::method::Method::Post, url.clone())
.header(UserAgent(self.hub._user_agent.clone()))
.header(auth_header.clone());
dlg.pre_request();
req.send()
};
match req_result {
Err(err) => {
if let oauth2::Retry::After(d) = dlg.http_error(&err) {
sleep(d);
continue;
}
dlg.finished(false);
return Err(Error::HttpError(err))
}
Ok(mut res) => {
if !res.status.is_success() {
let mut json_err = String::new();
res.read_to_string(&mut json_err).unwrap();
let json_server_error = json::from_str::<JsonServerError>(&json_err).ok();
let server_error = json::from_str::<ServerError>(&json_err)
.or_else(|_| json::from_str::<ErrorResponse>(&json_err).map(|r| r.error))
.ok();
if let oauth2::Retry::After(d) = dlg.http_failure(&res,
json_server_error,
server_error) {
sleep(d);
continue;
}
dlg.finished(false);
return match json::from_str::<ErrorResponse>(&json_err){
Err(_) => Err(Error::Failure(res)),
Ok(serr) => Err(Error::BadRequest(serr))
}
}
let result_value = res;
dlg.finished(true);
return Ok(result_value)
}
}
}
}
/// The application ID from the Google Play developer console.
///
/// Sets the *application id* path property to the given value.
///
/// Even though the property as already been set when instantiating this call,
/// we provide this method for API completeness.
pub fn application_id(mut self, new_value: &str) -> PlayerHideCall<'a, C, A> {
self._application_id = new_value.to_string();
self
}
/// A player ID. A value of `me` may be used in place of the
/// authenticated player's ID.
///
/// Sets the *player id* path property to the given value.
///
/// Even though the property as already been set when instantiating this call,
/// we provide this method for API completeness.
pub fn player_id(mut self, new_value: &str) -> PlayerHideCall<'a, C, A> {
self._player_id = new_value.to_string();
self
}
/// The delegate implementation is consulted whenever there is an intermediate result, or if something goes wrong
/// while executing the actual API request.
///
/// It should be used to handle progress information, and to implement a certain level of resilience.
///
/// Sets the *delegate* property to the given value.
pub fn delegate(mut self, new_value: &'a mut dyn Delegate) -> PlayerHideCall<'a, C, A> {
self._delegate = Some(new_value);
self
}
/// Set any additional parameter of the query string used in the request.
/// It should be used to set parameters which are not yet available through their own
/// setters.
///
/// Please note that this method must not be used to set any of the known parameters
/// which have their own setter method. If done anyway, the request will fail.
///
/// # Additional Parameters
///
/// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
/// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
/// * *access_token* (query-string) - OAuth access token.
/// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
/// * *quotaUser* (query-string) - Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters.
/// * *callback* (query-string) - JSONP
/// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
/// * *key* (query-string) - API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token.
/// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
/// * *alt* (query-string) - Data format for response.
/// * *$.xgafv* (query-string) - V1 error format.
pub fn param<T>(mut self, name: T, value: T) -> PlayerHideCall<'a, C, A>
where T: AsRef<str> {
self._additional_params.insert(name.as_ref().to_string(), value.as_ref().to_string());
self
}
/// Identifies the authorization scope for the method you are building.
///
/// Use this method to actively specify which scope should be used, instead the default `Scope` variant
/// `Scope::Game`.
///
/// The `scope` will be added to a set of scopes. This is important as one can maintain access
/// tokens for more than one scope.
/// If `None` is specified, then all scopes will be removed and no default scope will be used either.
/// In that case, you have to specify your API-key using the `key` parameter (see the `param()`
/// function for details).
///
/// Usually there is more than one suitable scope to authorize an operation, some of which may
/// encompass more rights than others. For example, for listing resources, a *read-only* scope will be
/// sufficient, a read-write scope will do as well.
pub fn add_scope<T, S>(mut self, scope: T) -> PlayerHideCall<'a, C, A>
where T: Into<Option<S>>,
S: AsRef<str> {
match scope.into() {
Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
None => None,
};
self
}
}
/// Resets all player progress on the event with the given ID for the currently
/// authenticated player. This method is only accessible to whitelisted tester
/// accounts for your application.
///
/// A builder for the *reset* method supported by a *event* resource.
/// It is not used directly, but through a `EventMethods` instance.
///
/// # Example
///
/// Instantiate a resource method builder
///
/// ```test_harness,no_run
/// # extern crate hyper;
/// # extern crate hyper_rustls;
/// # extern crate yup_oauth2 as oauth2;
/// # extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// # #[test] fn egal() {
/// # use std::default::Default;
/// # use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// # use gamesmanagement1_management::GamesManagement;
///
/// # let secret: ApplicationSecret = Default::default();
/// # let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// # hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// # <MemoryStorage as Default>::default(), None);
/// # let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.events().reset("eventId")
/// .doit();
/// # }
/// ```
pub struct EventResetCall<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
_event_id: String,
_delegate: Option<&'a mut dyn Delegate>,
_additional_params: HashMap<String, String>,
_scopes: BTreeMap<String, ()>
}
impl<'a, C, A> CallBuilder for EventResetCall<'a, C, A> {}
impl<'a, C, A> EventResetCall<'a, C, A> where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
/// Perform the operation you have build so far.
pub fn doit(mut self) -> Result<hyper::client::Response> {
use std::io::{Read, Seek};
use hyper::header::{ContentType, ContentLength, Authorization, Bearer, UserAgent, Location};
let mut dd = DefaultDelegate;
let mut dlg: &mut dyn Delegate = match self._delegate {
Some(d) => d,
None => &mut dd
};
dlg.begin(MethodInfo { id: "gamesManagement.events.reset",
http_method: hyper::method::Method::Post });
let mut params: Vec<(&str, String)> = Vec::with_capacity(2 + self._additional_params.len());
params.push(("eventId", self._event_id.to_string()));
for &field in ["eventId"].iter() {
if self._additional_params.contains_key(field) {
dlg.finished(false);
return Err(Error::FieldClash(field));
}
}
for (name, value) in self._additional_params.iter() {
params.push((&name, value.clone()));
}
let mut url = self.hub._base_url.clone() + "games/v1management/events/{eventId}/reset";
if self._scopes.len() == 0 {
self._scopes.insert(Scope::Game.as_ref().to_string(), ());
}
for &(find_this, param_name) in [("{eventId}", "eventId")].iter() {
let mut replace_with: Option<&str> = None;
for &(name, ref value) in params.iter() {
if name == param_name {
replace_with = Some(value);
break;
}
}
url = url.replace(find_this, replace_with.expect("to find substitution value in params"));
}
{
let mut indices_for_removal: Vec<usize> = Vec::with_capacity(1);
for param_name in ["eventId"].iter() {
if let Some(index) = params.iter().position(|t| &t.0 == param_name) {
indices_for_removal.push(index);
}
}
for &index in indices_for_removal.iter() {
params.remove(index);
}
}
let url = hyper::Url::parse_with_params(&url, params).unwrap();
loop {
let token = match self.hub.auth.borrow_mut().token(self._scopes.keys()) {
Ok(token) => token,
Err(err) => {
match dlg.token(&*err) {
Some(token) => token,
None => {
dlg.finished(false);
return Err(Error::MissingToken(err))
}
}
}
};
let auth_header = Authorization(Bearer { token: token.access_token });
let mut req_result = {
let mut client = &mut *self.hub.client.borrow_mut();
let mut req = client.borrow_mut().request(hyper::method::Method::Post, url.clone())
.header(UserAgent(self.hub._user_agent.clone()))
.header(auth_header.clone());
dlg.pre_request();
req.send()
};
match req_result {
Err(err) => {
if let oauth2::Retry::After(d) = dlg.http_error(&err) {
sleep(d);
continue;
}
dlg.finished(false);
return Err(Error::HttpError(err))
}
Ok(mut res) => {
if !res.status.is_success() {
let mut json_err = String::new();
res.read_to_string(&mut json_err).unwrap();
let json_server_error = json::from_str::<JsonServerError>(&json_err).ok();
let server_error = json::from_str::<ServerError>(&json_err)
.or_else(|_| json::from_str::<ErrorResponse>(&json_err).map(|r| r.error))
.ok();
if let oauth2::Retry::After(d) = dlg.http_failure(&res,
json_server_error,
server_error) {
sleep(d);
continue;
}
dlg.finished(false);
return match json::from_str::<ErrorResponse>(&json_err){
Err(_) => Err(Error::Failure(res)),
Ok(serr) => Err(Error::BadRequest(serr))
}
}
let result_value = res;
dlg.finished(true);
return Ok(result_value)
}
}
}
}
/// The ID of the event.
///
/// Sets the *event id* path property to the given value.
///
/// Even though the property as already been set when instantiating this call,
/// we provide this method for API completeness.
pub fn event_id(mut self, new_value: &str) -> EventResetCall<'a, C, A> {
self._event_id = new_value.to_string();
self
}
/// The delegate implementation is consulted whenever there is an intermediate result, or if something goes wrong
/// while executing the actual API request.
///
/// It should be used to handle progress information, and to implement a certain level of resilience.
///
/// Sets the *delegate* property to the given value.
pub fn delegate(mut self, new_value: &'a mut dyn Delegate) -> EventResetCall<'a, C, A> {
self._delegate = Some(new_value);
self
}
/// Set any additional parameter of the query string used in the request.
/// It should be used to set parameters which are not yet available through their own
/// setters.
///
/// Please note that this method must not be used to set any of the known parameters
/// which have their own setter method. If done anyway, the request will fail.
///
/// # Additional Parameters
///
/// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
/// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
/// * *access_token* (query-string) - OAuth access token.
/// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
/// * *quotaUser* (query-string) - Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters.
/// * *callback* (query-string) - JSONP
/// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
/// * *key* (query-string) - API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token.
/// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
/// * *alt* (query-string) - Data format for response.
/// * *$.xgafv* (query-string) - V1 error format.
pub fn param<T>(mut self, name: T, value: T) -> EventResetCall<'a, C, A>
where T: AsRef<str> {
self._additional_params.insert(name.as_ref().to_string(), value.as_ref().to_string());
self
}
/// Identifies the authorization scope for the method you are building.
///
/// Use this method to actively specify which scope should be used, instead the default `Scope` variant
/// `Scope::Game`.
///
/// The `scope` will be added to a set of scopes. This is important as one can maintain access
/// tokens for more than one scope.
/// If `None` is specified, then all scopes will be removed and no default scope will be used either.
/// In that case, you have to specify your API-key using the `key` parameter (see the `param()`
/// function for details).
///
/// Usually there is more than one suitable scope to authorize an operation, some of which may
/// encompass more rights than others. For example, for listing resources, a *read-only* scope will be
/// sufficient, a read-write scope will do as well.
pub fn add_scope<T, S>(mut self, scope: T) -> EventResetCall<'a, C, A>
where T: Into<Option<S>>,
S: AsRef<str> {
match scope.into() {
Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
None => None,
};
self
}
}
/// Resets all draft events for all players. This method is only available to
/// user accounts for your developer console.
///
/// A builder for the *resetAllForAllPlayers* method supported by a *event* resource.
/// It is not used directly, but through a `EventMethods` instance.
///
/// # Example
///
/// Instantiate a resource method builder
///
/// ```test_harness,no_run
/// # extern crate hyper;
/// # extern crate hyper_rustls;
/// # extern crate yup_oauth2 as oauth2;
/// # extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// # #[test] fn egal() {
/// # use std::default::Default;
/// # use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// # use gamesmanagement1_management::GamesManagement;
///
/// # let secret: ApplicationSecret = Default::default();
/// # let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// # hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// # <MemoryStorage as Default>::default(), None);
/// # let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.events().reset_all_for_all_players()
/// .doit();
/// # }
/// ```
pub struct EventResetAllForAllPlayerCall<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
_delegate: Option<&'a mut dyn Delegate>,
_additional_params: HashMap<String, String>,
_scopes: BTreeMap<String, ()>
}
impl<'a, C, A> CallBuilder for EventResetAllForAllPlayerCall<'a, C, A> {}
impl<'a, C, A> EventResetAllForAllPlayerCall<'a, C, A> where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
/// Perform the operation you have build so far.
pub fn doit(mut self) -> Result<hyper::client::Response> {
use std::io::{Read, Seek};
use hyper::header::{ContentType, ContentLength, Authorization, Bearer, UserAgent, Location};
let mut dd = DefaultDelegate;
let mut dlg: &mut dyn Delegate = match self._delegate {
Some(d) => d,
None => &mut dd
};
dlg.begin(MethodInfo { id: "gamesManagement.events.resetAllForAllPlayers",
http_method: hyper::method::Method::Post });
let mut params: Vec<(&str, String)> = Vec::with_capacity(1 + self._additional_params.len());
for &field in [].iter() {
if self._additional_params.contains_key(field) {
dlg.finished(false);
return Err(Error::FieldClash(field));
}
}
for (name, value) in self._additional_params.iter() {
params.push((&name, value.clone()));
}
let mut url = self.hub._base_url.clone() + "games/v1management/events/resetAllForAllPlayers";
if self._scopes.len() == 0 {
self._scopes.insert(Scope::Game.as_ref().to_string(), ());
}
let url = hyper::Url::parse_with_params(&url, params).unwrap();
loop {
let token = match self.hub.auth.borrow_mut().token(self._scopes.keys()) {
Ok(token) => token,
Err(err) => {
match dlg.token(&*err) {
Some(token) => token,
None => {
dlg.finished(false);
return Err(Error::MissingToken(err))
}
}
}
};
let auth_header = Authorization(Bearer { token: token.access_token });
let mut req_result = {
let mut client = &mut *self.hub.client.borrow_mut();
let mut req = client.borrow_mut().request(hyper::method::Method::Post, url.clone())
.header(UserAgent(self.hub._user_agent.clone()))
.header(auth_header.clone());
dlg.pre_request();
req.send()
};
match req_result {
Err(err) => {
if let oauth2::Retry::After(d) = dlg.http_error(&err) {
sleep(d);
continue;
}
dlg.finished(false);
return Err(Error::HttpError(err))
}
Ok(mut res) => {
if !res.status.is_success() {
let mut json_err = String::new();
res.read_to_string(&mut json_err).unwrap();
let json_server_error = json::from_str::<JsonServerError>(&json_err).ok();
let server_error = json::from_str::<ServerError>(&json_err)
.or_else(|_| json::from_str::<ErrorResponse>(&json_err).map(|r| r.error))
.ok();
if let oauth2::Retry::After(d) = dlg.http_failure(&res,
json_server_error,
server_error) {
sleep(d);
continue;
}
dlg.finished(false);
return match json::from_str::<ErrorResponse>(&json_err){
Err(_) => Err(Error::Failure(res)),
Ok(serr) => Err(Error::BadRequest(serr))
}
}
let result_value = res;
dlg.finished(true);
return Ok(result_value)
}
}
}
}
/// The delegate implementation is consulted whenever there is an intermediate result, or if something goes wrong
/// while executing the actual API request.
///
/// It should be used to handle progress information, and to implement a certain level of resilience.
///
/// Sets the *delegate* property to the given value.
pub fn delegate(mut self, new_value: &'a mut dyn Delegate) -> EventResetAllForAllPlayerCall<'a, C, A> {
self._delegate = Some(new_value);
self
}
/// Set any additional parameter of the query string used in the request.
/// It should be used to set parameters which are not yet available through their own
/// setters.
///
/// Please note that this method must not be used to set any of the known parameters
/// which have their own setter method. If done anyway, the request will fail.
///
/// # Additional Parameters
///
/// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
/// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
/// * *access_token* (query-string) - OAuth access token.
/// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
/// * *quotaUser* (query-string) - Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters.
/// * *callback* (query-string) - JSONP
/// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
/// * *key* (query-string) - API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token.
/// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
/// * *alt* (query-string) - Data format for response.
/// * *$.xgafv* (query-string) - V1 error format.
pub fn param<T>(mut self, name: T, value: T) -> EventResetAllForAllPlayerCall<'a, C, A>
where T: AsRef<str> {
self._additional_params.insert(name.as_ref().to_string(), value.as_ref().to_string());
self
}
/// Identifies the authorization scope for the method you are building.
///
/// Use this method to actively specify which scope should be used, instead the default `Scope` variant
/// `Scope::Game`.
///
/// The `scope` will be added to a set of scopes. This is important as one can maintain access
/// tokens for more than one scope.
/// If `None` is specified, then all scopes will be removed and no default scope will be used either.
/// In that case, you have to specify your API-key using the `key` parameter (see the `param()`
/// function for details).
///
/// Usually there is more than one suitable scope to authorize an operation, some of which may
/// encompass more rights than others. For example, for listing resources, a *read-only* scope will be
/// sufficient, a read-write scope will do as well.
pub fn add_scope<T, S>(mut self, scope: T) -> EventResetAllForAllPlayerCall<'a, C, A>
where T: Into<Option<S>>,
S: AsRef<str> {
match scope.into() {
Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
None => None,
};
self
}
}
/// Resets all player progress on all events for the currently authenticated
/// player. This method is only accessible to whitelisted tester accounts for
/// your application.
///
/// A builder for the *resetAll* method supported by a *event* resource.
/// It is not used directly, but through a `EventMethods` instance.
///
/// # Example
///
/// Instantiate a resource method builder
///
/// ```test_harness,no_run
/// # extern crate hyper;
/// # extern crate hyper_rustls;
/// # extern crate yup_oauth2 as oauth2;
/// # extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// # #[test] fn egal() {
/// # use std::default::Default;
/// # use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// # use gamesmanagement1_management::GamesManagement;
///
/// # let secret: ApplicationSecret = Default::default();
/// # let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// # hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// # <MemoryStorage as Default>::default(), None);
/// # let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.events().reset_all()
/// .doit();
/// # }
/// ```
pub struct EventResetAllCall<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
_delegate: Option<&'a mut dyn Delegate>,
_additional_params: HashMap<String, String>,
_scopes: BTreeMap<String, ()>
}
impl<'a, C, A> CallBuilder for EventResetAllCall<'a, C, A> {}
impl<'a, C, A> EventResetAllCall<'a, C, A> where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
/// Perform the operation you have build so far.
pub fn doit(mut self) -> Result<hyper::client::Response> {
use std::io::{Read, Seek};
use hyper::header::{ContentType, ContentLength, Authorization, Bearer, UserAgent, Location};
let mut dd = DefaultDelegate;
let mut dlg: &mut dyn Delegate = match self._delegate {
Some(d) => d,
None => &mut dd
};
dlg.begin(MethodInfo { id: "gamesManagement.events.resetAll",
http_method: hyper::method::Method::Post });
let mut params: Vec<(&str, String)> = Vec::with_capacity(1 + self._additional_params.len());
for &field in [].iter() {
if self._additional_params.contains_key(field) {
dlg.finished(false);
return Err(Error::FieldClash(field));
}
}
for (name, value) in self._additional_params.iter() {
params.push((&name, value.clone()));
}
let mut url = self.hub._base_url.clone() + "games/v1management/events/reset";
if self._scopes.len() == 0 {
self._scopes.insert(Scope::Game.as_ref().to_string(), ());
}
let url = hyper::Url::parse_with_params(&url, params).unwrap();
loop {
let token = match self.hub.auth.borrow_mut().token(self._scopes.keys()) {
Ok(token) => token,
Err(err) => {
match dlg.token(&*err) {
Some(token) => token,
None => {
dlg.finished(false);
return Err(Error::MissingToken(err))
}
}
}
};
let auth_header = Authorization(Bearer { token: token.access_token });
let mut req_result = {
let mut client = &mut *self.hub.client.borrow_mut();
let mut req = client.borrow_mut().request(hyper::method::Method::Post, url.clone())
.header(UserAgent(self.hub._user_agent.clone()))
.header(auth_header.clone());
dlg.pre_request();
req.send()
};
match req_result {
Err(err) => {
if let oauth2::Retry::After(d) = dlg.http_error(&err) {
sleep(d);
continue;
}
dlg.finished(false);
return Err(Error::HttpError(err))
}
Ok(mut res) => {
if !res.status.is_success() {
let mut json_err = String::new();
res.read_to_string(&mut json_err).unwrap();
let json_server_error = json::from_str::<JsonServerError>(&json_err).ok();
let server_error = json::from_str::<ServerError>(&json_err)
.or_else(|_| json::from_str::<ErrorResponse>(&json_err).map(|r| r.error))
.ok();
if let oauth2::Retry::After(d) = dlg.http_failure(&res,
json_server_error,
server_error) {
sleep(d);
continue;
}
dlg.finished(false);
return match json::from_str::<ErrorResponse>(&json_err){
Err(_) => Err(Error::Failure(res)),
Ok(serr) => Err(Error::BadRequest(serr))
}
}
let result_value = res;
dlg.finished(true);
return Ok(result_value)
}
}
}
}
/// The delegate implementation is consulted whenever there is an intermediate result, or if something goes wrong
/// while executing the actual API request.
///
/// It should be used to handle progress information, and to implement a certain level of resilience.
///
/// Sets the *delegate* property to the given value.
pub fn delegate(mut self, new_value: &'a mut dyn Delegate) -> EventResetAllCall<'a, C, A> {
self._delegate = Some(new_value);
self
}
/// Set any additional parameter of the query string used in the request.
/// It should be used to set parameters which are not yet available through their own
/// setters.
///
/// Please note that this method must not be used to set any of the known parameters
/// which have their own setter method. If done anyway, the request will fail.
///
/// # Additional Parameters
///
/// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
/// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
/// * *access_token* (query-string) - OAuth access token.
/// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
/// * *quotaUser* (query-string) - Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters.
/// * *callback* (query-string) - JSONP
/// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
/// * *key* (query-string) - API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token.
/// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
/// * *alt* (query-string) - Data format for response.
/// * *$.xgafv* (query-string) - V1 error format.
pub fn param<T>(mut self, name: T, value: T) -> EventResetAllCall<'a, C, A>
where T: AsRef<str> {
self._additional_params.insert(name.as_ref().to_string(), value.as_ref().to_string());
self
}
/// Identifies the authorization scope for the method you are building.
///
/// Use this method to actively specify which scope should be used, instead the default `Scope` variant
/// `Scope::Game`.
///
/// The `scope` will be added to a set of scopes. This is important as one can maintain access
/// tokens for more than one scope.
/// If `None` is specified, then all scopes will be removed and no default scope will be used either.
/// In that case, you have to specify your API-key using the `key` parameter (see the `param()`
/// function for details).
///
/// Usually there is more than one suitable scope to authorize an operation, some of which may
/// encompass more rights than others. For example, for listing resources, a *read-only* scope will be
/// sufficient, a read-write scope will do as well.
pub fn add_scope<T, S>(mut self, scope: T) -> EventResetAllCall<'a, C, A>
where T: Into<Option<S>>,
S: AsRef<str> {
match scope.into() {
Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
None => None,
};
self
}
}
/// Resets the event with the given ID for all players. This method is only
/// available to user accounts for your developer console. Only draft events
/// can be reset.
///
/// A builder for the *resetForAllPlayers* method supported by a *event* resource.
/// It is not used directly, but through a `EventMethods` instance.
///
/// # Example
///
/// Instantiate a resource method builder
///
/// ```test_harness,no_run
/// # extern crate hyper;
/// # extern crate hyper_rustls;
/// # extern crate yup_oauth2 as oauth2;
/// # extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// # #[test] fn egal() {
/// # use std::default::Default;
/// # use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// # use gamesmanagement1_management::GamesManagement;
///
/// # let secret: ApplicationSecret = Default::default();
/// # let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// # hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// # <MemoryStorage as Default>::default(), None);
/// # let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.events().reset_for_all_players("eventId")
/// .doit();
/// # }
/// ```
pub struct EventResetForAllPlayerCall<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
_event_id: String,
_delegate: Option<&'a mut dyn Delegate>,
_additional_params: HashMap<String, String>,
_scopes: BTreeMap<String, ()>
}
impl<'a, C, A> CallBuilder for EventResetForAllPlayerCall<'a, C, A> {}
impl<'a, C, A> EventResetForAllPlayerCall<'a, C, A> where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
/// Perform the operation you have build so far.
pub fn doit(mut self) -> Result<hyper::client::Response> {
use std::io::{Read, Seek};
use hyper::header::{ContentType, ContentLength, Authorization, Bearer, UserAgent, Location};
let mut dd = DefaultDelegate;
let mut dlg: &mut dyn Delegate = match self._delegate {
Some(d) => d,
None => &mut dd
};
dlg.begin(MethodInfo { id: "gamesManagement.events.resetForAllPlayers",
http_method: hyper::method::Method::Post });
let mut params: Vec<(&str, String)> = Vec::with_capacity(2 + self._additional_params.len());
params.push(("eventId", self._event_id.to_string()));
for &field in ["eventId"].iter() {
if self._additional_params.contains_key(field) {
dlg.finished(false);
return Err(Error::FieldClash(field));
}
}
for (name, value) in self._additional_params.iter() {
params.push((&name, value.clone()));
}
let mut url = self.hub._base_url.clone() + "games/v1management/events/{eventId}/resetForAllPlayers";
if self._scopes.len() == 0 {
self._scopes.insert(Scope::Game.as_ref().to_string(), ());
}
for &(find_this, param_name) in [("{eventId}", "eventId")].iter() {
let mut replace_with: Option<&str> = None;
for &(name, ref value) in params.iter() {
if name == param_name {
replace_with = Some(value);
break;
}
}
url = url.replace(find_this, replace_with.expect("to find substitution value in params"));
}
{
let mut indices_for_removal: Vec<usize> = Vec::with_capacity(1);
for param_name in ["eventId"].iter() {
if let Some(index) = params.iter().position(|t| &t.0 == param_name) {
indices_for_removal.push(index);
}
}
for &index in indices_for_removal.iter() {
params.remove(index);
}
}
let url = hyper::Url::parse_with_params(&url, params).unwrap();
loop {
let token = match self.hub.auth.borrow_mut().token(self._scopes.keys()) {
Ok(token) => token,
Err(err) => {
match dlg.token(&*err) {
Some(token) => token,
None => {
dlg.finished(false);
return Err(Error::MissingToken(err))
}
}
}
};
let auth_header = Authorization(Bearer { token: token.access_token });
let mut req_result = {
let mut client = &mut *self.hub.client.borrow_mut();
let mut req = client.borrow_mut().request(hyper::method::Method::Post, url.clone())
.header(UserAgent(self.hub._user_agent.clone()))
.header(auth_header.clone());
dlg.pre_request();
req.send()
};
match req_result {
Err(err) => {
if let oauth2::Retry::After(d) = dlg.http_error(&err) {
sleep(d);
continue;
}
dlg.finished(false);
return Err(Error::HttpError(err))
}
Ok(mut res) => {
if !res.status.is_success() {
let mut json_err = String::new();
res.read_to_string(&mut json_err).unwrap();
let json_server_error = json::from_str::<JsonServerError>(&json_err).ok();
let server_error = json::from_str::<ServerError>(&json_err)
.or_else(|_| json::from_str::<ErrorResponse>(&json_err).map(|r| r.error))
.ok();
if let oauth2::Retry::After(d) = dlg.http_failure(&res,
json_server_error,
server_error) {
sleep(d);
continue;
}
dlg.finished(false);
return match json::from_str::<ErrorResponse>(&json_err){
Err(_) => Err(Error::Failure(res)),
Ok(serr) => Err(Error::BadRequest(serr))
}
}
let result_value = res;
dlg.finished(true);
return Ok(result_value)
}
}
}
}
/// The ID of the event.
///
/// Sets the *event id* path property to the given value.
///
/// Even though the property as already been set when instantiating this call,
/// we provide this method for API completeness.
pub fn event_id(mut self, new_value: &str) -> EventResetForAllPlayerCall<'a, C, A> {
self._event_id = new_value.to_string();
self
}
/// The delegate implementation is consulted whenever there is an intermediate result, or if something goes wrong
/// while executing the actual API request.
///
/// It should be used to handle progress information, and to implement a certain level of resilience.
///
/// Sets the *delegate* property to the given value.
pub fn delegate(mut self, new_value: &'a mut dyn Delegate) -> EventResetForAllPlayerCall<'a, C, A> {
self._delegate = Some(new_value);
self
}
/// Set any additional parameter of the query string used in the request.
/// It should be used to set parameters which are not yet available through their own
/// setters.
///
/// Please note that this method must not be used to set any of the known parameters
/// which have their own setter method. If done anyway, the request will fail.
///
/// # Additional Parameters
///
/// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
/// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
/// * *access_token* (query-string) - OAuth access token.
/// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
/// * *quotaUser* (query-string) - Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters.
/// * *callback* (query-string) - JSONP
/// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
/// * *key* (query-string) - API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token.
/// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
/// * *alt* (query-string) - Data format for response.
/// * *$.xgafv* (query-string) - V1 error format.
pub fn param<T>(mut self, name: T, value: T) -> EventResetForAllPlayerCall<'a, C, A>
where T: AsRef<str> {
self._additional_params.insert(name.as_ref().to_string(), value.as_ref().to_string());
self
}
/// Identifies the authorization scope for the method you are building.
///
/// Use this method to actively specify which scope should be used, instead the default `Scope` variant
/// `Scope::Game`.
///
/// The `scope` will be added to a set of scopes. This is important as one can maintain access
/// tokens for more than one scope.
/// If `None` is specified, then all scopes will be removed and no default scope will be used either.
/// In that case, you have to specify your API-key using the `key` parameter (see the `param()`
/// function for details).
///
/// Usually there is more than one suitable scope to authorize an operation, some of which may
/// encompass more rights than others. For example, for listing resources, a *read-only* scope will be
/// sufficient, a read-write scope will do as well.
pub fn add_scope<T, S>(mut self, scope: T) -> EventResetForAllPlayerCall<'a, C, A>
where T: Into<Option<S>>,
S: AsRef<str> {
match scope.into() {
Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
None => None,
};
self
}
}
/// Resets events with the given IDs for all players. This method is only
/// available to user accounts for your developer console. Only draft events
/// may be reset.
///
/// A builder for the *resetMultipleForAllPlayers* method supported by a *event* resource.
/// It is not used directly, but through a `EventMethods` instance.
///
/// # Example
///
/// Instantiate a resource method builder
///
/// ```test_harness,no_run
/// # extern crate hyper;
/// # extern crate hyper_rustls;
/// # extern crate yup_oauth2 as oauth2;
/// # extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// use gamesmanagement1_management::EventsResetMultipleForAllRequest;
/// # #[test] fn egal() {
/// # use std::default::Default;
/// # use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// # use gamesmanagement1_management::GamesManagement;
///
/// # let secret: ApplicationSecret = Default::default();
/// # let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// # hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// # <MemoryStorage as Default>::default(), None);
/// # let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // As the method needs a request, you would usually fill it with the desired information
/// // into the respective structure. Some of the parts shown here might not be applicable !
/// // Values shown here are possibly random and not representative !
/// let mut req = EventsResetMultipleForAllRequest::default();
///
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.events().reset_multiple_for_all_players(req)
/// .doit();
/// # }
/// ```
pub struct EventResetMultipleForAllPlayerCall<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
_request: EventsResetMultipleForAllRequest,
_delegate: Option<&'a mut dyn Delegate>,
_additional_params: HashMap<String, String>,
_scopes: BTreeMap<String, ()>
}
impl<'a, C, A> CallBuilder for EventResetMultipleForAllPlayerCall<'a, C, A> {}
impl<'a, C, A> EventResetMultipleForAllPlayerCall<'a, C, A> where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
/// Perform the operation you have build so far.
pub fn doit(mut self) -> Result<hyper::client::Response> {
use std::io::{Read, Seek};
use hyper::header::{ContentType, ContentLength, Authorization, Bearer, UserAgent, Location};
let mut dd = DefaultDelegate;
let mut dlg: &mut dyn Delegate = match self._delegate {
Some(d) => d,
None => &mut dd
};
dlg.begin(MethodInfo { id: "gamesManagement.events.resetMultipleForAllPlayers",
http_method: hyper::method::Method::Post });
let mut params: Vec<(&str, String)> = Vec::with_capacity(2 + self._additional_params.len());
for &field in [].iter() {
if self._additional_params.contains_key(field) {
dlg.finished(false);
return Err(Error::FieldClash(field));
}
}
for (name, value) in self._additional_params.iter() {
params.push((&name, value.clone()));
}
let mut url = self.hub._base_url.clone() + "games/v1management/events/resetMultipleForAllPlayers";
if self._scopes.len() == 0 {
self._scopes.insert(Scope::Game.as_ref().to_string(), ());
}
let url = hyper::Url::parse_with_params(&url, params).unwrap();
let mut json_mime_type = mime::Mime(mime::TopLevel::Application, mime::SubLevel::Json, Default::default());
let mut request_value_reader =
{
let mut value = json::value::to_value(&self._request).expect("serde to work");
remove_json_null_values(&mut value);
let mut dst = io::Cursor::new(Vec::with_capacity(128));
json::to_writer(&mut dst, &value).unwrap();
dst
};
let request_size = request_value_reader.seek(io::SeekFrom::End(0)).unwrap();
request_value_reader.seek(io::SeekFrom::Start(0)).unwrap();
loop {
let token = match self.hub.auth.borrow_mut().token(self._scopes.keys()) {
Ok(token) => token,
Err(err) => {
match dlg.token(&*err) {
Some(token) => token,
None => {
dlg.finished(false);
return Err(Error::MissingToken(err))
}
}
}
};
let auth_header = Authorization(Bearer { token: token.access_token });
request_value_reader.seek(io::SeekFrom::Start(0)).unwrap();
let mut req_result = {
let mut client = &mut *self.hub.client.borrow_mut();
let mut req = client.borrow_mut().request(hyper::method::Method::Post, url.clone())
.header(UserAgent(self.hub._user_agent.clone()))
.header(auth_header.clone())
.header(ContentType(json_mime_type.clone()))
.header(ContentLength(request_size as u64))
.body(&mut request_value_reader);
dlg.pre_request();
req.send()
};
match req_result {
Err(err) => {
if let oauth2::Retry::After(d) = dlg.http_error(&err) {
sleep(d);
continue;
}
dlg.finished(false);
return Err(Error::HttpError(err))
}
Ok(mut res) => {
if !res.status.is_success() {
let mut json_err = String::new();
res.read_to_string(&mut json_err).unwrap();
let json_server_error = json::from_str::<JsonServerError>(&json_err).ok();
let server_error = json::from_str::<ServerError>(&json_err)
.or_else(|_| json::from_str::<ErrorResponse>(&json_err).map(|r| r.error))
.ok();
if let oauth2::Retry::After(d) = dlg.http_failure(&res,
json_server_error,
server_error) {
sleep(d);
continue;
}
dlg.finished(false);
return match json::from_str::<ErrorResponse>(&json_err){
Err(_) => Err(Error::Failure(res)),
Ok(serr) => Err(Error::BadRequest(serr))
}
}
let result_value = res;
dlg.finished(true);
return Ok(result_value)
}
}
}
}
///
/// Sets the *request* property to the given value.
///
/// Even though the property as already been set when instantiating this call,
/// we provide this method for API completeness.
pub fn request(mut self, new_value: EventsResetMultipleForAllRequest) -> EventResetMultipleForAllPlayerCall<'a, C, A> {
self._request = new_value;
self
}
/// The delegate implementation is consulted whenever there is an intermediate result, or if something goes wrong
/// while executing the actual API request.
///
/// It should be used to handle progress information, and to implement a certain level of resilience.
///
/// Sets the *delegate* property to the given value.
pub fn delegate(mut self, new_value: &'a mut dyn Delegate) -> EventResetMultipleForAllPlayerCall<'a, C, A> {
self._delegate = Some(new_value);
self
}
/// Set any additional parameter of the query string used in the request.
/// It should be used to set parameters which are not yet available through their own
/// setters.
///
/// Please note that this method must not be used to set any of the known parameters
/// which have their own setter method. If done anyway, the request will fail.
///
/// # Additional Parameters
///
/// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
/// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
/// * *access_token* (query-string) - OAuth access token.
/// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
/// * *quotaUser* (query-string) - Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters.
/// * *callback* (query-string) - JSONP
/// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
/// * *key* (query-string) - API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token.
/// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
/// * *alt* (query-string) - Data format for response.
/// * *$.xgafv* (query-string) - V1 error format.
pub fn param<T>(mut self, name: T, value: T) -> EventResetMultipleForAllPlayerCall<'a, C, A>
where T: AsRef<str> {
self._additional_params.insert(name.as_ref().to_string(), value.as_ref().to_string());
self
}
/// Identifies the authorization scope for the method you are building.
///
/// Use this method to actively specify which scope should be used, instead the default `Scope` variant
/// `Scope::Game`.
///
/// The `scope` will be added to a set of scopes. This is important as one can maintain access
/// tokens for more than one scope.
/// If `None` is specified, then all scopes will be removed and no default scope will be used either.
/// In that case, you have to specify your API-key using the `key` parameter (see the `param()`
/// function for details).
///
/// Usually there is more than one suitable scope to authorize an operation, some of which may
/// encompass more rights than others. For example, for listing resources, a *read-only* scope will be
/// sufficient, a read-write scope will do as well.
pub fn add_scope<T, S>(mut self, scope: T) -> EventResetMultipleForAllPlayerCall<'a, C, A>
where T: Into<Option<S>>,
S: AsRef<str> {
match scope.into() {
Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
None => None,
};
self
}
}
/// Resets scores for all draft leaderboards for all players. This method is
/// only available to user accounts for your developer console.
///
/// A builder for the *resetAllForAllPlayers* method supported by a *score* resource.
/// It is not used directly, but through a `ScoreMethods` instance.
///
/// # Example
///
/// Instantiate a resource method builder
///
/// ```test_harness,no_run
/// # extern crate hyper;
/// # extern crate hyper_rustls;
/// # extern crate yup_oauth2 as oauth2;
/// # extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// # #[test] fn egal() {
/// # use std::default::Default;
/// # use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// # use gamesmanagement1_management::GamesManagement;
///
/// # let secret: ApplicationSecret = Default::default();
/// # let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// # hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// # <MemoryStorage as Default>::default(), None);
/// # let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.scores().reset_all_for_all_players()
/// .doit();
/// # }
/// ```
pub struct ScoreResetAllForAllPlayerCall<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
_delegate: Option<&'a mut dyn Delegate>,
_additional_params: HashMap<String, String>,
_scopes: BTreeMap<String, ()>
}
impl<'a, C, A> CallBuilder for ScoreResetAllForAllPlayerCall<'a, C, A> {}
impl<'a, C, A> ScoreResetAllForAllPlayerCall<'a, C, A> where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
/// Perform the operation you have build so far.
pub fn doit(mut self) -> Result<hyper::client::Response> {
use std::io::{Read, Seek};
use hyper::header::{ContentType, ContentLength, Authorization, Bearer, UserAgent, Location};
let mut dd = DefaultDelegate;
let mut dlg: &mut dyn Delegate = match self._delegate {
Some(d) => d,
None => &mut dd
};
dlg.begin(MethodInfo { id: "gamesManagement.scores.resetAllForAllPlayers",
http_method: hyper::method::Method::Post });
let mut params: Vec<(&str, String)> = Vec::with_capacity(1 + self._additional_params.len());
for &field in [].iter() {
if self._additional_params.contains_key(field) {
dlg.finished(false);
return Err(Error::FieldClash(field));
}
}
for (name, value) in self._additional_params.iter() {
params.push((&name, value.clone()));
}
let mut url = self.hub._base_url.clone() + "games/v1management/scores/resetAllForAllPlayers";
if self._scopes.len() == 0 {
self._scopes.insert(Scope::Game.as_ref().to_string(), ());
}
let url = hyper::Url::parse_with_params(&url, params).unwrap();
loop {
let token = match self.hub.auth.borrow_mut().token(self._scopes.keys()) {
Ok(token) => token,
Err(err) => {
match dlg.token(&*err) {
Some(token) => token,
None => {
dlg.finished(false);
return Err(Error::MissingToken(err))
}
}
}
};
let auth_header = Authorization(Bearer { token: token.access_token });
let mut req_result = {
let mut client = &mut *self.hub.client.borrow_mut();
let mut req = client.borrow_mut().request(hyper::method::Method::Post, url.clone())
.header(UserAgent(self.hub._user_agent.clone()))
.header(auth_header.clone());
dlg.pre_request();
req.send()
};
match req_result {
Err(err) => {
if let oauth2::Retry::After(d) = dlg.http_error(&err) {
sleep(d);
continue;
}
dlg.finished(false);
return Err(Error::HttpError(err))
}
Ok(mut res) => {
if !res.status.is_success() {
let mut json_err = String::new();
res.read_to_string(&mut json_err).unwrap();
let json_server_error = json::from_str::<JsonServerError>(&json_err).ok();
let server_error = json::from_str::<ServerError>(&json_err)
.or_else(|_| json::from_str::<ErrorResponse>(&json_err).map(|r| r.error))
.ok();
if let oauth2::Retry::After(d) = dlg.http_failure(&res,
json_server_error,
server_error) {
sleep(d);
continue;
}
dlg.finished(false);
return match json::from_str::<ErrorResponse>(&json_err){
Err(_) => Err(Error::Failure(res)),
Ok(serr) => Err(Error::BadRequest(serr))
}
}
let result_value = res;
dlg.finished(true);
return Ok(result_value)
}
}
}
}
/// The delegate implementation is consulted whenever there is an intermediate result, or if something goes wrong
/// while executing the actual API request.
///
/// It should be used to handle progress information, and to implement a certain level of resilience.
///
/// Sets the *delegate* property to the given value.
pub fn delegate(mut self, new_value: &'a mut dyn Delegate) -> ScoreResetAllForAllPlayerCall<'a, C, A> {
self._delegate = Some(new_value);
self
}
/// Set any additional parameter of the query string used in the request.
/// It should be used to set parameters which are not yet available through their own
/// setters.
///
/// Please note that this method must not be used to set any of the known parameters
/// which have their own setter method. If done anyway, the request will fail.
///
/// # Additional Parameters
///
/// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
/// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
/// * *access_token* (query-string) - OAuth access token.
/// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
/// * *quotaUser* (query-string) - Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters.
/// * *callback* (query-string) - JSONP
/// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
/// * *key* (query-string) - API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token.
/// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
/// * *alt* (query-string) - Data format for response.
/// * *$.xgafv* (query-string) - V1 error format.
pub fn param<T>(mut self, name: T, value: T) -> ScoreResetAllForAllPlayerCall<'a, C, A>
where T: AsRef<str> {
self._additional_params.insert(name.as_ref().to_string(), value.as_ref().to_string());
self
}
/// Identifies the authorization scope for the method you are building.
///
/// Use this method to actively specify which scope should be used, instead the default `Scope` variant
/// `Scope::Game`.
///
/// The `scope` will be added to a set of scopes. This is important as one can maintain access
/// tokens for more than one scope.
/// If `None` is specified, then all scopes will be removed and no default scope will be used either.
/// In that case, you have to specify your API-key using the `key` parameter (see the `param()`
/// function for details).
///
/// Usually there is more than one suitable scope to authorize an operation, some of which may
/// encompass more rights than others. For example, for listing resources, a *read-only* scope will be
/// sufficient, a read-write scope will do as well.
pub fn add_scope<T, S>(mut self, scope: T) -> ScoreResetAllForAllPlayerCall<'a, C, A>
where T: Into<Option<S>>,
S: AsRef<str> {
match scope.into() {
Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
None => None,
};
self
}
}
/// Resets all scores for all leaderboards for the currently authenticated
/// players. This method is only accessible to whitelisted tester accounts for
/// your application.
///
/// A builder for the *resetAll* method supported by a *score* resource.
/// It is not used directly, but through a `ScoreMethods` instance.
///
/// # Example
///
/// Instantiate a resource method builder
///
/// ```test_harness,no_run
/// # extern crate hyper;
/// # extern crate hyper_rustls;
/// # extern crate yup_oauth2 as oauth2;
/// # extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// # #[test] fn egal() {
/// # use std::default::Default;
/// # use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// # use gamesmanagement1_management::GamesManagement;
///
/// # let secret: ApplicationSecret = Default::default();
/// # let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// # hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// # <MemoryStorage as Default>::default(), None);
/// # let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.scores().reset_all()
/// .doit();
/// # }
/// ```
pub struct ScoreResetAllCall<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
_delegate: Option<&'a mut dyn Delegate>,
_additional_params: HashMap<String, String>,
_scopes: BTreeMap<String, ()>
}
impl<'a, C, A> CallBuilder for ScoreResetAllCall<'a, C, A> {}
impl<'a, C, A> ScoreResetAllCall<'a, C, A> where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
/// Perform the operation you have build so far.
pub fn doit(mut self) -> Result<(hyper::client::Response, PlayerScoreResetAllResponse)> {
use std::io::{Read, Seek};
use hyper::header::{ContentType, ContentLength, Authorization, Bearer, UserAgent, Location};
let mut dd = DefaultDelegate;
let mut dlg: &mut dyn Delegate = match self._delegate {
Some(d) => d,
None => &mut dd
};
dlg.begin(MethodInfo { id: "gamesManagement.scores.resetAll",
http_method: hyper::method::Method::Post });
let mut params: Vec<(&str, String)> = Vec::with_capacity(2 + self._additional_params.len());
for &field in ["alt"].iter() {
if self._additional_params.contains_key(field) {
dlg.finished(false);
return Err(Error::FieldClash(field));
}
}
for (name, value) in self._additional_params.iter() {
params.push((&name, value.clone()));
}
params.push(("alt", "json".to_string()));
let mut url = self.hub._base_url.clone() + "games/v1management/scores/reset";
if self._scopes.len() == 0 {
self._scopes.insert(Scope::Game.as_ref().to_string(), ());
}
let url = hyper::Url::parse_with_params(&url, params).unwrap();
loop {
let token = match self.hub.auth.borrow_mut().token(self._scopes.keys()) {
Ok(token) => token,
Err(err) => {
match dlg.token(&*err) {
Some(token) => token,
None => {
dlg.finished(false);
return Err(Error::MissingToken(err))
}
}
}
};
let auth_header = Authorization(Bearer { token: token.access_token });
let mut req_result = {
let mut client = &mut *self.hub.client.borrow_mut();
let mut req = client.borrow_mut().request(hyper::method::Method::Post, url.clone())
.header(UserAgent(self.hub._user_agent.clone()))
.header(auth_header.clone());
dlg.pre_request();
req.send()
};
match req_result {
Err(err) => {
if let oauth2::Retry::After(d) = dlg.http_error(&err) {
sleep(d);
continue;
}
dlg.finished(false);
return Err(Error::HttpError(err))
}
Ok(mut res) => {
if !res.status.is_success() {
let mut json_err = String::new();
res.read_to_string(&mut json_err).unwrap();
let json_server_error = json::from_str::<JsonServerError>(&json_err).ok();
let server_error = json::from_str::<ServerError>(&json_err)
.or_else(|_| json::from_str::<ErrorResponse>(&json_err).map(|r| r.error))
.ok();
if let oauth2::Retry::After(d) = dlg.http_failure(&res,
json_server_error,
server_error) {
sleep(d);
continue;
}
dlg.finished(false);
return match json::from_str::<ErrorResponse>(&json_err){
Err(_) => Err(Error::Failure(res)),
Ok(serr) => Err(Error::BadRequest(serr))
}
}
let result_value = {
let mut json_response = String::new();
res.read_to_string(&mut json_response).unwrap();
match json::from_str(&json_response) {
Ok(decoded) => (res, decoded),
Err(err) => {
dlg.response_json_decode_error(&json_response, &err);
return Err(Error::JsonDecodeError(json_response, err));
}
}
};
dlg.finished(true);
return Ok(result_value)
}
}
}
}
/// The delegate implementation is consulted whenever there is an intermediate result, or if something goes wrong
/// while executing the actual API request.
///
/// It should be used to handle progress information, and to implement a certain level of resilience.
///
/// Sets the *delegate* property to the given value.
pub fn delegate(mut self, new_value: &'a mut dyn Delegate) -> ScoreResetAllCall<'a, C, A> {
self._delegate = Some(new_value);
self
}
/// Set any additional parameter of the query string used in the request.
/// It should be used to set parameters which are not yet available through their own
/// setters.
///
/// Please note that this method must not be used to set any of the known parameters
/// which have their own setter method. If done anyway, the request will fail.
///
/// # Additional Parameters
///
/// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
/// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
/// * *access_token* (query-string) - OAuth access token.
/// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
/// * *quotaUser* (query-string) - Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters.
/// * *callback* (query-string) - JSONP
/// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
/// * *key* (query-string) - API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token.
/// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
/// * *alt* (query-string) - Data format for response.
/// * *$.xgafv* (query-string) - V1 error format.
pub fn param<T>(mut self, name: T, value: T) -> ScoreResetAllCall<'a, C, A>
where T: AsRef<str> {
self._additional_params.insert(name.as_ref().to_string(), value.as_ref().to_string());
self
}
/// Identifies the authorization scope for the method you are building.
///
/// Use this method to actively specify which scope should be used, instead the default `Scope` variant
/// `Scope::Game`.
///
/// The `scope` will be added to a set of scopes. This is important as one can maintain access
/// tokens for more than one scope.
/// If `None` is specified, then all scopes will be removed and no default scope will be used either.
/// In that case, you have to specify your API-key using the `key` parameter (see the `param()`
/// function for details).
///
/// Usually there is more than one suitable scope to authorize an operation, some of which may
/// encompass more rights than others. For example, for listing resources, a *read-only* scope will be
/// sufficient, a read-write scope will do as well.
pub fn add_scope<T, S>(mut self, scope: T) -> ScoreResetAllCall<'a, C, A>
where T: Into<Option<S>>,
S: AsRef<str> {
match scope.into() {
Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
None => None,
};
self
}
}
/// Resets scores for the leaderboards with the given IDs for all players. This
/// method is only available to user accounts for your developer console. Only
/// draft leaderboards may be reset.
///
/// A builder for the *resetMultipleForAllPlayers* method supported by a *score* resource.
/// It is not used directly, but through a `ScoreMethods` instance.
///
/// # Example
///
/// Instantiate a resource method builder
///
/// ```test_harness,no_run
/// # extern crate hyper;
/// # extern crate hyper_rustls;
/// # extern crate yup_oauth2 as oauth2;
/// # extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// use gamesmanagement1_management::ScoresResetMultipleForAllRequest;
/// # #[test] fn egal() {
/// # use std::default::Default;
/// # use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// # use gamesmanagement1_management::GamesManagement;
///
/// # let secret: ApplicationSecret = Default::default();
/// # let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// # hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// # <MemoryStorage as Default>::default(), None);
/// # let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // As the method needs a request, you would usually fill it with the desired information
/// // into the respective structure. Some of the parts shown here might not be applicable !
/// // Values shown here are possibly random and not representative !
/// let mut req = ScoresResetMultipleForAllRequest::default();
///
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.scores().reset_multiple_for_all_players(req)
/// .doit();
/// # }
/// ```
pub struct ScoreResetMultipleForAllPlayerCall<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
_request: ScoresResetMultipleForAllRequest,
_delegate: Option<&'a mut dyn Delegate>,
_additional_params: HashMap<String, String>,
_scopes: BTreeMap<String, ()>
}
impl<'a, C, A> CallBuilder for ScoreResetMultipleForAllPlayerCall<'a, C, A> {}
impl<'a, C, A> ScoreResetMultipleForAllPlayerCall<'a, C, A> where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
/// Perform the operation you have build so far.
pub fn doit(mut self) -> Result<hyper::client::Response> {
use std::io::{Read, Seek};
use hyper::header::{ContentType, ContentLength, Authorization, Bearer, UserAgent, Location};
let mut dd = DefaultDelegate;
let mut dlg: &mut dyn Delegate = match self._delegate {
Some(d) => d,
None => &mut dd
};
dlg.begin(MethodInfo { id: "gamesManagement.scores.resetMultipleForAllPlayers",
http_method: hyper::method::Method::Post });
let mut params: Vec<(&str, String)> = Vec::with_capacity(2 + self._additional_params.len());
for &field in [].iter() {
if self._additional_params.contains_key(field) {
dlg.finished(false);
return Err(Error::FieldClash(field));
}
}
for (name, value) in self._additional_params.iter() {
params.push((&name, value.clone()));
}
let mut url = self.hub._base_url.clone() + "games/v1management/scores/resetMultipleForAllPlayers";
if self._scopes.len() == 0 {
self._scopes.insert(Scope::Game.as_ref().to_string(), ());
}
let url = hyper::Url::parse_with_params(&url, params).unwrap();
let mut json_mime_type = mime::Mime(mime::TopLevel::Application, mime::SubLevel::Json, Default::default());
let mut request_value_reader =
{
let mut value = json::value::to_value(&self._request).expect("serde to work");
remove_json_null_values(&mut value);
let mut dst = io::Cursor::new(Vec::with_capacity(128));
json::to_writer(&mut dst, &value).unwrap();
dst
};
let request_size = request_value_reader.seek(io::SeekFrom::End(0)).unwrap();
request_value_reader.seek(io::SeekFrom::Start(0)).unwrap();
loop {
let token = match self.hub.auth.borrow_mut().token(self._scopes.keys()) {
Ok(token) => token,
Err(err) => {
match dlg.token(&*err) {
Some(token) => token,
None => {
dlg.finished(false);
return Err(Error::MissingToken(err))
}
}
}
};
let auth_header = Authorization(Bearer { token: token.access_token });
request_value_reader.seek(io::SeekFrom::Start(0)).unwrap();
let mut req_result = {
let mut client = &mut *self.hub.client.borrow_mut();
let mut req = client.borrow_mut().request(hyper::method::Method::Post, url.clone())
.header(UserAgent(self.hub._user_agent.clone()))
.header(auth_header.clone())
.header(ContentType(json_mime_type.clone()))
.header(ContentLength(request_size as u64))
.body(&mut request_value_reader);
dlg.pre_request();
req.send()
};
match req_result {
Err(err) => {
if let oauth2::Retry::After(d) = dlg.http_error(&err) {
sleep(d);
continue;
}
dlg.finished(false);
return Err(Error::HttpError(err))
}
Ok(mut res) => {
if !res.status.is_success() {
let mut json_err = String::new();
res.read_to_string(&mut json_err).unwrap();
let json_server_error = json::from_str::<JsonServerError>(&json_err).ok();
let server_error = json::from_str::<ServerError>(&json_err)
.or_else(|_| json::from_str::<ErrorResponse>(&json_err).map(|r| r.error))
.ok();
if let oauth2::Retry::After(d) = dlg.http_failure(&res,
json_server_error,
server_error) {
sleep(d);
continue;
}
dlg.finished(false);
return match json::from_str::<ErrorResponse>(&json_err){
Err(_) => Err(Error::Failure(res)),
Ok(serr) => Err(Error::BadRequest(serr))
}
}
let result_value = res;
dlg.finished(true);
return Ok(result_value)
}
}
}
}
///
/// Sets the *request* property to the given value.
///
/// Even though the property as already been set when instantiating this call,
/// we provide this method for API completeness.
pub fn request(mut self, new_value: ScoresResetMultipleForAllRequest) -> ScoreResetMultipleForAllPlayerCall<'a, C, A> {
self._request = new_value;
self
}
/// The delegate implementation is consulted whenever there is an intermediate result, or if something goes wrong
/// while executing the actual API request.
///
/// It should be used to handle progress information, and to implement a certain level of resilience.
///
/// Sets the *delegate* property to the given value.
pub fn delegate(mut self, new_value: &'a mut dyn Delegate) -> ScoreResetMultipleForAllPlayerCall<'a, C, A> {
self._delegate = Some(new_value);
self
}
/// Set any additional parameter of the query string used in the request.
/// It should be used to set parameters which are not yet available through their own
/// setters.
///
/// Please note that this method must not be used to set any of the known parameters
/// which have their own setter method. If done anyway, the request will fail.
///
/// # Additional Parameters
///
/// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
/// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
/// * *access_token* (query-string) - OAuth access token.
/// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
/// * *quotaUser* (query-string) - Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters.
/// * *callback* (query-string) - JSONP
/// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
/// * *key* (query-string) - API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token.
/// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
/// * *alt* (query-string) - Data format for response.
/// * *$.xgafv* (query-string) - V1 error format.
pub fn param<T>(mut self, name: T, value: T) -> ScoreResetMultipleForAllPlayerCall<'a, C, A>
where T: AsRef<str> {
self._additional_params.insert(name.as_ref().to_string(), value.as_ref().to_string());
self
}
/// Identifies the authorization scope for the method you are building.
///
/// Use this method to actively specify which scope should be used, instead the default `Scope` variant
/// `Scope::Game`.
///
/// The `scope` will be added to a set of scopes. This is important as one can maintain access
/// tokens for more than one scope.
/// If `None` is specified, then all scopes will be removed and no default scope will be used either.
/// In that case, you have to specify your API-key using the `key` parameter (see the `param()`
/// function for details).
///
/// Usually there is more than one suitable scope to authorize an operation, some of which may
/// encompass more rights than others. For example, for listing resources, a *read-only* scope will be
/// sufficient, a read-write scope will do as well.
pub fn add_scope<T, S>(mut self, scope: T) -> ScoreResetMultipleForAllPlayerCall<'a, C, A>
where T: Into<Option<S>>,
S: AsRef<str> {
match scope.into() {
Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
None => None,
};
self
}
}
/// Resets scores for the leaderboard with the given ID for the currently
/// authenticated player. This method is only accessible to whitelisted tester
/// accounts for your application.
///
/// A builder for the *reset* method supported by a *score* resource.
/// It is not used directly, but through a `ScoreMethods` instance.
///
/// # Example
///
/// Instantiate a resource method builder
///
/// ```test_harness,no_run
/// # extern crate hyper;
/// # extern crate hyper_rustls;
/// # extern crate yup_oauth2 as oauth2;
/// # extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// # #[test] fn egal() {
/// # use std::default::Default;
/// # use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// # use gamesmanagement1_management::GamesManagement;
///
/// # let secret: ApplicationSecret = Default::default();
/// # let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// # hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// # <MemoryStorage as Default>::default(), None);
/// # let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.scores().reset("leaderboardId")
/// .doit();
/// # }
/// ```
pub struct ScoreResetCall<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
_leaderboard_id: String,
_delegate: Option<&'a mut dyn Delegate>,
_additional_params: HashMap<String, String>,
_scopes: BTreeMap<String, ()>
}
impl<'a, C, A> CallBuilder for ScoreResetCall<'a, C, A> {}
impl<'a, C, A> ScoreResetCall<'a, C, A> where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
/// Perform the operation you have build so far.
pub fn doit(mut self) -> Result<(hyper::client::Response, PlayerScoreResetResponse)> {
use std::io::{Read, Seek};
use hyper::header::{ContentType, ContentLength, Authorization, Bearer, UserAgent, Location};
let mut dd = DefaultDelegate;
let mut dlg: &mut dyn Delegate = match self._delegate {
Some(d) => d,
None => &mut dd
};
dlg.begin(MethodInfo { id: "gamesManagement.scores.reset",
http_method: hyper::method::Method::Post });
let mut params: Vec<(&str, String)> = Vec::with_capacity(3 + self._additional_params.len());
params.push(("leaderboardId", self._leaderboard_id.to_string()));
for &field in ["alt", "leaderboardId"].iter() {
if self._additional_params.contains_key(field) {
dlg.finished(false);
return Err(Error::FieldClash(field));
}
}
for (name, value) in self._additional_params.iter() {
params.push((&name, value.clone()));
}
params.push(("alt", "json".to_string()));
let mut url = self.hub._base_url.clone() + "games/v1management/leaderboards/{leaderboardId}/scores/reset";
if self._scopes.len() == 0 {
self._scopes.insert(Scope::Game.as_ref().to_string(), ());
}
for &(find_this, param_name) in [("{leaderboardId}", "leaderboardId")].iter() {
let mut replace_with: Option<&str> = None;
for &(name, ref value) in params.iter() {
if name == param_name {
replace_with = Some(value);
break;
}
}
url = url.replace(find_this, replace_with.expect("to find substitution value in params"));
}
{
let mut indices_for_removal: Vec<usize> = Vec::with_capacity(1);
for param_name in ["leaderboardId"].iter() {
if let Some(index) = params.iter().position(|t| &t.0 == param_name) {
indices_for_removal.push(index);
}
}
for &index in indices_for_removal.iter() {
params.remove(index);
}
}
let url = hyper::Url::parse_with_params(&url, params).unwrap();
loop {
let token = match self.hub.auth.borrow_mut().token(self._scopes.keys()) {
Ok(token) => token,
Err(err) => {
match dlg.token(&*err) {
Some(token) => token,
None => {
dlg.finished(false);
return Err(Error::MissingToken(err))
}
}
}
};
let auth_header = Authorization(Bearer { token: token.access_token });
let mut req_result = {
let mut client = &mut *self.hub.client.borrow_mut();
let mut req = client.borrow_mut().request(hyper::method::Method::Post, url.clone())
.header(UserAgent(self.hub._user_agent.clone()))
.header(auth_header.clone());
dlg.pre_request();
req.send()
};
match req_result {
Err(err) => {
if let oauth2::Retry::After(d) = dlg.http_error(&err) {
sleep(d);
continue;
}
dlg.finished(false);
return Err(Error::HttpError(err))
}
Ok(mut res) => {
if !res.status.is_success() {
let mut json_err = String::new();
res.read_to_string(&mut json_err).unwrap();
let json_server_error = json::from_str::<JsonServerError>(&json_err).ok();
let server_error = json::from_str::<ServerError>(&json_err)
.or_else(|_| json::from_str::<ErrorResponse>(&json_err).map(|r| r.error))
.ok();
if let oauth2::Retry::After(d) = dlg.http_failure(&res,
json_server_error,
server_error) {
sleep(d);
continue;
}
dlg.finished(false);
return match json::from_str::<ErrorResponse>(&json_err){
Err(_) => Err(Error::Failure(res)),
Ok(serr) => Err(Error::BadRequest(serr))
}
}
let result_value = {
let mut json_response = String::new();
res.read_to_string(&mut json_response).unwrap();
match json::from_str(&json_response) {
Ok(decoded) => (res, decoded),
Err(err) => {
dlg.response_json_decode_error(&json_response, &err);
return Err(Error::JsonDecodeError(json_response, err));
}
}
};
dlg.finished(true);
return Ok(result_value)
}
}
}
}
/// The ID of the leaderboard.
///
/// Sets the *leaderboard id* path property to the given value.
///
/// Even though the property as already been set when instantiating this call,
/// we provide this method for API completeness.
pub fn leaderboard_id(mut self, new_value: &str) -> ScoreResetCall<'a, C, A> {
self._leaderboard_id = new_value.to_string();
self
}
/// The delegate implementation is consulted whenever there is an intermediate result, or if something goes wrong
/// while executing the actual API request.
///
/// It should be used to handle progress information, and to implement a certain level of resilience.
///
/// Sets the *delegate* property to the given value.
pub fn delegate(mut self, new_value: &'a mut dyn Delegate) -> ScoreResetCall<'a, C, A> {
self._delegate = Some(new_value);
self
}
/// Set any additional parameter of the query string used in the request.
/// It should be used to set parameters which are not yet available through their own
/// setters.
///
/// Please note that this method must not be used to set any of the known parameters
/// which have their own setter method. If done anyway, the request will fail.
///
/// # Additional Parameters
///
/// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
/// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
/// * *access_token* (query-string) - OAuth access token.
/// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
/// * *quotaUser* (query-string) - Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters.
/// * *callback* (query-string) - JSONP
/// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
/// * *key* (query-string) - API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token.
/// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
/// * *alt* (query-string) - Data format for response.
/// * *$.xgafv* (query-string) - V1 error format.
pub fn param<T>(mut self, name: T, value: T) -> ScoreResetCall<'a, C, A>
where T: AsRef<str> {
self._additional_params.insert(name.as_ref().to_string(), value.as_ref().to_string());
self
}
/// Identifies the authorization scope for the method you are building.
///
/// Use this method to actively specify which scope should be used, instead the default `Scope` variant
/// `Scope::Game`.
///
/// The `scope` will be added to a set of scopes. This is important as one can maintain access
/// tokens for more than one scope.
/// If `None` is specified, then all scopes will be removed and no default scope will be used either.
/// In that case, you have to specify your API-key using the `key` parameter (see the `param()`
/// function for details).
///
/// Usually there is more than one suitable scope to authorize an operation, some of which may
/// encompass more rights than others. For example, for listing resources, a *read-only* scope will be
/// sufficient, a read-write scope will do as well.
pub fn add_scope<T, S>(mut self, scope: T) -> ScoreResetCall<'a, C, A>
where T: Into<Option<S>>,
S: AsRef<str> {
match scope.into() {
Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
None => None,
};
self
}
}
/// Resets scores for the leaderboard with the given ID for all players. This
/// method is only available to user accounts for your developer console. Only
/// draft leaderboards can be reset.
///
/// A builder for the *resetForAllPlayers* method supported by a *score* resource.
/// It is not used directly, but through a `ScoreMethods` instance.
///
/// # Example
///
/// Instantiate a resource method builder
///
/// ```test_harness,no_run
/// # extern crate hyper;
/// # extern crate hyper_rustls;
/// # extern crate yup_oauth2 as oauth2;
/// # extern crate google_gamesmanagement1_management as gamesmanagement1_management;
/// # #[test] fn egal() {
/// # use std::default::Default;
/// # use oauth2::{Authenticator, DefaultAuthenticatorDelegate, ApplicationSecret, MemoryStorage};
/// # use gamesmanagement1_management::GamesManagement;
///
/// # let secret: ApplicationSecret = Default::default();
/// # let auth = Authenticator::new(&secret, DefaultAuthenticatorDelegate,
/// # hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())),
/// # <MemoryStorage as Default>::default(), None);
/// # let mut hub = GamesManagement::new(hyper::Client::with_connector(hyper::net::HttpsConnector::new(hyper_rustls::TlsClient::new())), auth);
/// // You can configure optional parameters by calling the respective setters at will, and
/// // execute the final call using `doit()`.
/// // Values shown here are possibly random and not representative !
/// let result = hub.scores().reset_for_all_players("leaderboardId")
/// .doit();
/// # }
/// ```
pub struct ScoreResetForAllPlayerCall<'a, C, A>
where C: 'a, A: 'a {
hub: &'a GamesManagement<C, A>,
_leaderboard_id: String,
_delegate: Option<&'a mut dyn Delegate>,
_additional_params: HashMap<String, String>,
_scopes: BTreeMap<String, ()>
}
impl<'a, C, A> CallBuilder for ScoreResetForAllPlayerCall<'a, C, A> {}
impl<'a, C, A> ScoreResetForAllPlayerCall<'a, C, A> where C: BorrowMut<hyper::Client>, A: oauth2::GetToken {
/// Perform the operation you have build so far.
pub fn doit(mut self) -> Result<hyper::client::Response> {
use std::io::{Read, Seek};
use hyper::header::{ContentType, ContentLength, Authorization, Bearer, UserAgent, Location};
let mut dd = DefaultDelegate;
let mut dlg: &mut dyn Delegate = match self._delegate {
Some(d) => d,
None => &mut dd
};
dlg.begin(MethodInfo { id: "gamesManagement.scores.resetForAllPlayers",
http_method: hyper::method::Method::Post });
let mut params: Vec<(&str, String)> = Vec::with_capacity(2 + self._additional_params.len());
params.push(("leaderboardId", self._leaderboard_id.to_string()));
for &field in ["leaderboardId"].iter() {
if self._additional_params.contains_key(field) {
dlg.finished(false);
return Err(Error::FieldClash(field));
}
}
for (name, value) in self._additional_params.iter() {
params.push((&name, value.clone()));
}
let mut url = self.hub._base_url.clone() + "games/v1management/leaderboards/{leaderboardId}/scores/resetForAllPlayers";
if self._scopes.len() == 0 {
self._scopes.insert(Scope::Game.as_ref().to_string(), ());
}
for &(find_this, param_name) in [("{leaderboardId}", "leaderboardId")].iter() {
let mut replace_with: Option<&str> = None;
for &(name, ref value) in params.iter() {
if name == param_name {
replace_with = Some(value);
break;
}
}
url = url.replace(find_this, replace_with.expect("to find substitution value in params"));
}
{
let mut indices_for_removal: Vec<usize> = Vec::with_capacity(1);
for param_name in ["leaderboardId"].iter() {
if let Some(index) = params.iter().position(|t| &t.0 == param_name) {
indices_for_removal.push(index);
}
}
for &index in indices_for_removal.iter() {
params.remove(index);
}
}
let url = hyper::Url::parse_with_params(&url, params).unwrap();
loop {
let token = match self.hub.auth.borrow_mut().token(self._scopes.keys()) {
Ok(token) => token,
Err(err) => {
match dlg.token(&*err) {
Some(token) => token,
None => {
dlg.finished(false);
return Err(Error::MissingToken(err))
}
}
}
};
let auth_header = Authorization(Bearer { token: token.access_token });
let mut req_result = {
let mut client = &mut *self.hub.client.borrow_mut();
let mut req = client.borrow_mut().request(hyper::method::Method::Post, url.clone())
.header(UserAgent(self.hub._user_agent.clone()))
.header(auth_header.clone());
dlg.pre_request();
req.send()
};
match req_result {
Err(err) => {
if let oauth2::Retry::After(d) = dlg.http_error(&err) {
sleep(d);
continue;
}
dlg.finished(false);
return Err(Error::HttpError(err))
}
Ok(mut res) => {
if !res.status.is_success() {
let mut json_err = String::new();
res.read_to_string(&mut json_err).unwrap();
let json_server_error = json::from_str::<JsonServerError>(&json_err).ok();
let server_error = json::from_str::<ServerError>(&json_err)
.or_else(|_| json::from_str::<ErrorResponse>(&json_err).map(|r| r.error))
.ok();
if let oauth2::Retry::After(d) = dlg.http_failure(&res,
json_server_error,
server_error) {
sleep(d);
continue;
}
dlg.finished(false);
return match json::from_str::<ErrorResponse>(&json_err){
Err(_) => Err(Error::Failure(res)),
Ok(serr) => Err(Error::BadRequest(serr))
}
}
let result_value = res;
dlg.finished(true);
return Ok(result_value)
}
}
}
}
/// The ID of the leaderboard.
///
/// Sets the *leaderboard id* path property to the given value.
///
/// Even though the property as already been set when instantiating this call,
/// we provide this method for API completeness.
pub fn leaderboard_id(mut self, new_value: &str) -> ScoreResetForAllPlayerCall<'a, C, A> {
self._leaderboard_id = new_value.to_string();
self
}
/// The delegate implementation is consulted whenever there is an intermediate result, or if something goes wrong
/// while executing the actual API request.
///
/// It should be used to handle progress information, and to implement a certain level of resilience.
///
/// Sets the *delegate* property to the given value.
pub fn delegate(mut self, new_value: &'a mut dyn Delegate) -> ScoreResetForAllPlayerCall<'a, C, A> {
self._delegate = Some(new_value);
self
}
/// Set any additional parameter of the query string used in the request.
/// It should be used to set parameters which are not yet available through their own
/// setters.
///
/// Please note that this method must not be used to set any of the known parameters
/// which have their own setter method. If done anyway, the request will fail.
///
/// # Additional Parameters
///
/// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
/// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
/// * *access_token* (query-string) - OAuth access token.
/// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
/// * *quotaUser* (query-string) - Available to use for quota purposes for server-side applications. Can be any arbitrary string assigned to a user, but should not exceed 40 characters.
/// * *callback* (query-string) - JSONP
/// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
/// * *key* (query-string) - API key. Your API key identifies your project and provides you with API access, quota, and reports. Required unless you provide an OAuth 2.0 token.
/// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
/// * *alt* (query-string) - Data format for response.
/// * *$.xgafv* (query-string) - V1 error format.
pub fn param<T>(mut self, name: T, value: T) -> ScoreResetForAllPlayerCall<'a, C, A>
where T: AsRef<str> {
self._additional_params.insert(name.as_ref().to_string(), value.as_ref().to_string());
self
}
/// Identifies the authorization scope for the method you are building.
///
/// Use this method to actively specify which scope should be used, instead the default `Scope` variant
/// `Scope::Game`.
///
/// The `scope` will be added to a set of scopes. This is important as one can maintain access
/// tokens for more than one scope.
/// If `None` is specified, then all scopes will be removed and no default scope will be used either.
/// In that case, you have to specify your API-key using the `key` parameter (see the `param()`
/// function for details).
///
/// Usually there is more than one suitable scope to authorize an operation, some of which may
/// encompass more rights than others. For example, for listing resources, a *read-only* scope will be
/// sufficient, a read-write scope will do as well.
pub fn add_scope<T, S>(mut self, scope: T) -> ScoreResetForAllPlayerCall<'a, C, A>
where T: Into<Option<S>>,
S: AsRef<str> {
match scope.into() {
Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
None => None,
};
self
}
}