use std::collections::HashMap;
use std::cell::RefCell;
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 crate::client;

// ##############
// 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 google_gamesmanagement1_management as gamesmanagement1_management;
/// use gamesmanagement1_management::{Result, Error};
/// # async fn dox() {
/// use std::default::Default;
/// use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// // Get an ApplicationSecret instance by some means. It contains the `client_id` and 
/// // `client_secret`, among other things.
/// let secret: oauth2::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 = oauth2::InstalledFlowAuthenticator::builder(
///         secret,
///         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
///     ).build().await.unwrap();
/// let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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().await;
/// 
/// 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::Io(_)
///         |Error::MissingAPIKey
///         |Error::MissingToken(_)
///         |Error::Cancelled
///         |Error::UploadSizeLimitExceeded(_, _)
///         |Error::Failure(_)
///         |Error::BadRequest(_)
///         |Error::FieldClash(_)
///         |Error::JsonDecodeError(_, _) => println!("{}", e),
///     },
///     Ok(res) => println!("Success: {:?}", res),
/// }
/// # }
/// ```
#[derive(Clone)]
pub struct GamesManagement<> {
    pub client: hyper::Client<hyper_rustls::HttpsConnector<hyper::client::connect::HttpConnector>, hyper::body::Body>,
    pub auth: oauth2::authenticator::Authenticator<hyper_rustls::HttpsConnector<hyper::client::connect::HttpConnector>>,
    _user_agent: String,
    _base_url: String,
    _root_url: String,
}

impl<'a, > client::Hub for GamesManagement<> {}

impl<'a, > GamesManagement<> {

    pub fn new(client: hyper::Client<hyper_rustls::HttpsConnector<hyper::client::connect::HttpConnector>, hyper::body::Body>, authenticator: oauth2::authenticator::Authenticator<hyper_rustls::HttpsConnector<hyper::client::connect::HttpConnector>>) -> GamesManagement<> {
        GamesManagement {
            client,
            auth: authenticator,
            _user_agent: "google-api-rust-client/3.1.0".to_string(),
            _base_url: "https://gamesmanagement.googleapis.com/".to_string(),
            _root_url: "https://gamesmanagement.googleapis.com/".to_string(),
        }
    }

    pub fn achievements(&'a self) -> AchievementMethods<'a> {
        AchievementMethods { hub: &self }
    }
    pub fn applications(&'a self) -> ApplicationMethods<'a> {
        ApplicationMethods { hub: &self }
    }
    pub fn events(&'a self) -> EventMethods<'a> {
        EventMethods { hub: &self }
    }
    pub fn players(&'a self) -> PlayerMethods<'a> {
        PlayerMethods { hub: &self }
    }
    pub fn scores(&'a self) -> ScoreMethods<'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/3.1.0`.
    ///
    /// 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://gamesmanagement.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://gamesmanagement.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 ###
// ##########
/// 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](AchievementResetAllCall) (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 client::ResponseResult for AchievementResetAllResponse {}


/// 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](AchievementResetMultipleForAllPlayerCall) (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 client::RequestValue for AchievementResetMultipleForAllRequest {}


/// 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](AchievementResetCall) (response)
/// 
#[derive(Default, Clone, Debug, Serialize, Deserialize)]
pub struct AchievementResetResponse {
    /// The current state of the achievement. This is the same as the initial state of the achievement. Possible values are: - "`HIDDEN`"- Achievement is hidden. - "`REVEALED`" - Achievement is revealed. - "`UNLOCKED`" - Achievement is unlocked. 
    #[serde(rename="currentState")]
    pub current_state: Option<String>,
    /// 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>,
}

impl client::ResponseResult for AchievementResetResponse {}


/// 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](EventResetMultipleForAllPlayerCall) (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 client::RequestValue for EventsResetMultipleForAllRequest {}


/// 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 current level of the player.
    #[serde(rename="currentLevel")]
    pub current_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 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>,
}

impl client::Part for GamesPlayerExperienceInfoResource {}


/// 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 level for the user.
    pub level: Option<i32>,
    /// 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>,
}

impl client::Part for GamesPlayerLevelResource {}


/// 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 time this player was hidden.
    #[serde(rename="hiddenTimeMillis")]
    pub hidden_time_millis: Option<String>,
    /// Output only. Uniquely identifies the type of this resource. Value is always the fixed string `gamesManagement#hiddenPlayer`.
    pub kind: Option<String>,
    /// Output only. The player information.
    pub player: Option<Player>,
}

impl client::Part for HiddenPlayer {}


/// 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](ApplicationListHiddenCall) (response)
/// 
#[derive(Default, Clone, Debug, Serialize, Deserialize)]
pub struct HiddenPlayerList {
    /// 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>,
    /// The pagination token for the next page of results.
    #[serde(rename="nextPageToken")]
    pub next_page_token: Option<String>,
}

impl client::ResponseResult for HiddenPlayerList {}


/// 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](PlayerHideCall) (none)
/// * [unhide players](PlayerUnhideCall) (none)
/// 
#[derive(Default, Clone, Debug, Serialize, Deserialize)]
pub struct Player {
    /// The base URL for the image that represents the player.
    #[serde(rename="avatarImageUrl")]
    pub avatar_image_url: Option<String>,
    /// The url to the landscape mode player banner image.
    #[serde(rename="bannerUrlLandscape")]
    pub banner_url_landscape: Option<String>,
    /// The url to the portrait mode player banner image.
    #[serde(rename="bannerUrlPortrait")]
    pub banner_url_portrait: Option<String>,
    /// The name to display for the player.
    #[serde(rename="displayName")]
    pub display_name: Option<String>,
    /// An object to represent Play Game experience information for the player.
    #[serde(rename="experienceInfo")]
    pub experience_info: Option<GamesPlayerExperienceInfoResource>,
    /// Uniquely identifies the type of this resource. Value is always the fixed string `gamesManagement#player`.
    pub kind: 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 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>,
    /// The ID of the player.
    #[serde(rename="playerId")]
    pub player_id: Option<String>,
    /// 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 player's title rewarded for their game activities.
    pub title: Option<String>,
}

impl client::Resource for Player {}


/// 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](ScoreResetAllCall) (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 client::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](ScoreResetCall) (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. Possible values are: - "`ALL_TIME`" - The score is an all-time score. - "`WEEKLY`" - The score is a weekly score. - "`DAILY`" - The score is a daily score. 
    #[serde(rename="resetScoreTimeSpans")]
    pub reset_score_time_spans: Option<Vec<String>>,
}

impl client::ResponseResult for PlayerScoreResetResponse {}


/// 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 client::Part for ProfileSettings {}


/// 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](ScoreResetMultipleForAllPlayerCall) (request)
/// 
#[derive(Default, Clone, Debug, Serialize, Deserialize)]
pub struct ScoresResetMultipleForAllRequest {
    /// Uniquely identifies the type of this resource. Value is always the fixed string `gamesManagement#scoresResetMultipleForAllRequest`.
    pub kind: Option<String>,
    /// The IDs of leaderboards to reset.
    pub leaderboard_ids: Option<Vec<String>>,
}

impl client::RequestValue for ScoresResetMultipleForAllRequest {}


/// 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 family name of this player. In some places, this is known as the last name.
    #[serde(rename="familyName")]
    pub family_name: Option<String>,
    /// The given name of this player. In some places, this is known as the first name.
    #[serde(rename="givenName")]
    pub given_name: Option<String>,
}

impl client::NestedType for PlayerName {}
impl client::Part for PlayerName {}



// ###################
// 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 google_gamesmanagement1_management as gamesmanagement1_management;
/// 
/// # async fn dox() {
/// use std::default::Default;
/// use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// let secret: oauth2::ApplicationSecret = Default::default();
/// let auth = oauth2::InstalledFlowAuthenticator::builder(
///         secret,
///         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
///     ).build().await.unwrap();
/// let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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>
    where  {

    hub: &'a GamesManagement<>,
}

impl<'a> client::MethodsBuilder for AchievementMethods<'a> {}

impl<'a> AchievementMethods<'a> {
    
    /// 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> {
        AchievementResetCall {
            hub: self.hub,
            _achievement_id: achievement_id.to_string(),
            _delegate: Default::default(),
            _additional_params: Default::default(),
            _scopes: 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> {
        AchievementResetAllCall {
            hub: self.hub,
            _delegate: Default::default(),
            _additional_params: Default::default(),
            _scopes: 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> {
        AchievementResetAllForAllPlayerCall {
            hub: self.hub,
            _delegate: Default::default(),
            _additional_params: Default::default(),
            _scopes: Default::default(),
        }
    }
    
    /// 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> {
        AchievementResetForAllPlayerCall {
            hub: self.hub,
            _achievement_id: achievement_id.to_string(),
            _delegate: Default::default(),
            _additional_params: Default::default(),
            _scopes: 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> {
        AchievementResetMultipleForAllPlayerCall {
            hub: self.hub,
            _request: request,
            _delegate: Default::default(),
            _additional_params: Default::default(),
            _scopes: 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 google_gamesmanagement1_management as gamesmanagement1_management;
/// 
/// # async fn dox() {
/// use std::default::Default;
/// use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// let secret: oauth2::ApplicationSecret = Default::default();
/// let auth = oauth2::InstalledFlowAuthenticator::builder(
///         secret,
///         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
///     ).build().await.unwrap();
/// let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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>
    where  {

    hub: &'a GamesManagement<>,
}

impl<'a> client::MethodsBuilder for ApplicationMethods<'a> {}

impl<'a> ApplicationMethods<'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> {
        ApplicationListHiddenCall {
            hub: self.hub,
            _application_id: application_id.to_string(),
            _page_token: Default::default(),
            _max_results: Default::default(),
            _delegate: Default::default(),
            _additional_params: Default::default(),
            _scopes: 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 google_gamesmanagement1_management as gamesmanagement1_management;
/// 
/// # async fn dox() {
/// use std::default::Default;
/// use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// let secret: oauth2::ApplicationSecret = Default::default();
/// let auth = oauth2::InstalledFlowAuthenticator::builder(
///         secret,
///         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
///     ).build().await.unwrap();
/// let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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>
    where  {

    hub: &'a GamesManagement<>,
}

impl<'a> client::MethodsBuilder for EventMethods<'a> {}

impl<'a> EventMethods<'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> {
        EventResetCall {
            hub: self.hub,
            _event_id: event_id.to_string(),
            _delegate: Default::default(),
            _additional_params: Default::default(),
            _scopes: 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> {
        EventResetAllCall {
            hub: self.hub,
            _delegate: Default::default(),
            _additional_params: Default::default(),
            _scopes: 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> {
        EventResetAllForAllPlayerCall {
            hub: self.hub,
            _delegate: Default::default(),
            _additional_params: Default::default(),
            _scopes: 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> {
        EventResetForAllPlayerCall {
            hub: self.hub,
            _event_id: event_id.to_string(),
            _delegate: Default::default(),
            _additional_params: Default::default(),
            _scopes: 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> {
        EventResetMultipleForAllPlayerCall {
            hub: self.hub,
            _request: request,
            _delegate: Default::default(),
            _additional_params: Default::default(),
            _scopes: 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 google_gamesmanagement1_management as gamesmanagement1_management;
/// 
/// # async fn dox() {
/// use std::default::Default;
/// use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// let secret: oauth2::ApplicationSecret = Default::default();
/// let auth = oauth2::InstalledFlowAuthenticator::builder(
///         secret,
///         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
///     ).build().await.unwrap();
/// let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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>
    where  {

    hub: &'a GamesManagement<>,
}

impl<'a> client::MethodsBuilder for PlayerMethods<'a> {}

impl<'a> PlayerMethods<'a> {
    
    /// 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> {
        PlayerHideCall {
            hub: self.hub,
            _application_id: application_id.to_string(),
            _player_id: player_id.to_string(),
            _delegate: Default::default(),
            _additional_params: Default::default(),
            _scopes: Default::default(),
        }
    }
    
    /// 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> {
        PlayerUnhideCall {
            hub: self.hub,
            _application_id: application_id.to_string(),
            _player_id: player_id.to_string(),
            _delegate: Default::default(),
            _additional_params: Default::default(),
            _scopes: 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 google_gamesmanagement1_management as gamesmanagement1_management;
/// 
/// # async fn dox() {
/// use std::default::Default;
/// use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// let secret: oauth2::ApplicationSecret = Default::default();
/// let auth = oauth2::InstalledFlowAuthenticator::builder(
///         secret,
///         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
///     ).build().await.unwrap();
/// let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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>
    where  {

    hub: &'a GamesManagement<>,
}

impl<'a> client::MethodsBuilder for ScoreMethods<'a> {}

impl<'a> ScoreMethods<'a> {
    
    /// 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> {
        ScoreResetCall {
            hub: self.hub,
            _leaderboard_id: leaderboard_id.to_string(),
            _delegate: Default::default(),
            _additional_params: Default::default(),
            _scopes: 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> {
        ScoreResetAllCall {
            hub: self.hub,
            _delegate: Default::default(),
            _additional_params: Default::default(),
            _scopes: Default::default(),
        }
    }
    
    /// 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> {
        ScoreResetAllForAllPlayerCall {
            hub: self.hub,
            _delegate: Default::default(),
            _additional_params: Default::default(),
            _scopes: 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> {
        ScoreResetForAllPlayerCall {
            hub: self.hub,
            _leaderboard_id: leaderboard_id.to_string(),
            _delegate: Default::default(),
            _additional_params: Default::default(),
            _scopes: 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> {
        ScoreResetMultipleForAllPlayerCall {
            hub: self.hub,
            _request: request,
            _delegate: Default::default(),
            _additional_params: Default::default(),
            _scopes: Default::default(),
        }
    }
}





// ###################
// CallBuilders   ###
// #################

/// 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 google_gamesmanagement1_management as gamesmanagement1_management;
/// # async fn dox() {
/// # use std::default::Default;
/// # use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// # let secret: oauth2::ApplicationSecret = Default::default();
/// # let auth = oauth2::InstalledFlowAuthenticator::builder(
/// #         secret,
/// #         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
/// #     ).build().await.unwrap();
/// # let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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().await;
/// # }
/// ```
pub struct AchievementResetCall<'a>
    where  {

    hub: &'a GamesManagement<>,
    _achievement_id: String,
    _delegate: Option<&'a mut dyn client::Delegate>,
    _additional_params: HashMap<String, String>,
    _scopes: BTreeMap<String, ()>
}

impl<'a> client::CallBuilder for AchievementResetCall<'a> {}

impl<'a> AchievementResetCall<'a> {


    /// Perform the operation you have build so far.
    pub async fn doit(mut self) -> client::Result<(hyper::Response<hyper::body::Body>, AchievementResetResponse)> {
        use std::io::{Read, Seek};
        use hyper::header::{CONTENT_TYPE, CONTENT_LENGTH, AUTHORIZATION, USER_AGENT, LOCATION};
        use client::ToParts;
        let mut dd = client::DefaultDelegate;
        let mut dlg: &mut dyn client::Delegate = match self._delegate {
            Some(d) => d,
            None => &mut dd
        };
        dlg.begin(client::MethodInfo { id: "gamesManagement.achievements.reset",
                               http_method: hyper::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(client::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 = url::Url::parse_with_params(&url, params).unwrap();



        loop {
            let token = match self.hub.auth.token(&self._scopes.keys().collect::<Vec<_>>()[..]).await {
                Ok(token) => token.clone(),
                Err(err) => {
                    match  dlg.token(&err) {
                        Some(token) => token,
                        None => {
                            dlg.finished(false);
                            return Err(client::Error::MissingToken(err))
                        }
                    }
                }
            };
            let mut req_result = {
                let client = &self.hub.client;
                dlg.pre_request();
                let mut req_builder = hyper::Request::builder().method(hyper::Method::POST).uri(url.clone().into_string())
                        .header(USER_AGENT, self.hub._user_agent.clone())                            .header(AUTHORIZATION, format!("Bearer {}", token.as_str()));


                        let request = req_builder
                        .body(hyper::body::Body::empty());

                client.request(request.unwrap()).await
                
            };

            match req_result {
                Err(err) => {
                    if let client::Retry::After(d) = dlg.http_error(&err) {
                        sleep(d);
                        continue;
                    }
                    dlg.finished(false);
                    return Err(client::Error::HttpError(err))
                }
                Ok(mut res) => {
                    if !res.status().is_success() {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;
                        let (parts, _) = res.into_parts();
                        let body = hyper::Body::from(res_body_string.clone());
                        let restored_response = hyper::Response::from_parts(parts, body);

                        let server_response = json::from_str::<serde_json::Value>(&res_body_string).ok();

                        if let client::Retry::After(d) = dlg.http_failure(&restored_response, server_response.clone()) {
                            sleep(d);
                            continue;
                        }

                        dlg.finished(false);

                        return match server_response {
                            Some(error_value) => Err(client::Error::BadRequest(error_value)),
                            None => Err(client::Error::Failure(restored_response)),
                        }
                    }
                    let result_value = {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;

                        match json::from_str(&res_body_string) {
                            Ok(decoded) => (res, decoded),
                            Err(err) => {
                                dlg.response_json_decode_error(&res_body_string, &err);
                                return Err(client::Error::JsonDecodeError(res_body_string, 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> {
        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 client::Delegate) -> AchievementResetCall<'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
    ///
    /// * *$.xgafv* (query-string) - V1 error format.
    /// * *access_token* (query-string) - OAuth access token.
    /// * *alt* (query-string) - Data format for response.
    /// * *callback* (query-string) - JSONP
    /// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
    /// * *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.
    /// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
    /// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
    /// * *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.
    /// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
    /// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
    pub fn param<T>(mut self, name: T, value: T) -> AchievementResetCall<'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>
                                                        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 google_gamesmanagement1_management as gamesmanagement1_management;
/// # async fn dox() {
/// # use std::default::Default;
/// # use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// # let secret: oauth2::ApplicationSecret = Default::default();
/// # let auth = oauth2::InstalledFlowAuthenticator::builder(
/// #         secret,
/// #         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
/// #     ).build().await.unwrap();
/// # let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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().await;
/// # }
/// ```
pub struct AchievementResetAllCall<'a>
    where  {

    hub: &'a GamesManagement<>,
    _delegate: Option<&'a mut dyn client::Delegate>,
    _additional_params: HashMap<String, String>,
    _scopes: BTreeMap<String, ()>
}

impl<'a> client::CallBuilder for AchievementResetAllCall<'a> {}

impl<'a> AchievementResetAllCall<'a> {


    /// Perform the operation you have build so far.
    pub async fn doit(mut self) -> client::Result<(hyper::Response<hyper::body::Body>, AchievementResetAllResponse)> {
        use std::io::{Read, Seek};
        use hyper::header::{CONTENT_TYPE, CONTENT_LENGTH, AUTHORIZATION, USER_AGENT, LOCATION};
        use client::ToParts;
        let mut dd = client::DefaultDelegate;
        let mut dlg: &mut dyn client::Delegate = match self._delegate {
            Some(d) => d,
            None => &mut dd
        };
        dlg.begin(client::MethodInfo { id: "gamesManagement.achievements.resetAll",
                               http_method: hyper::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(client::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 = url::Url::parse_with_params(&url, params).unwrap();



        loop {
            let token = match self.hub.auth.token(&self._scopes.keys().collect::<Vec<_>>()[..]).await {
                Ok(token) => token.clone(),
                Err(err) => {
                    match  dlg.token(&err) {
                        Some(token) => token,
                        None => {
                            dlg.finished(false);
                            return Err(client::Error::MissingToken(err))
                        }
                    }
                }
            };
            let mut req_result = {
                let client = &self.hub.client;
                dlg.pre_request();
                let mut req_builder = hyper::Request::builder().method(hyper::Method::POST).uri(url.clone().into_string())
                        .header(USER_AGENT, self.hub._user_agent.clone())                            .header(AUTHORIZATION, format!("Bearer {}", token.as_str()));


                        let request = req_builder
                        .body(hyper::body::Body::empty());

                client.request(request.unwrap()).await
                
            };

            match req_result {
                Err(err) => {
                    if let client::Retry::After(d) = dlg.http_error(&err) {
                        sleep(d);
                        continue;
                    }
                    dlg.finished(false);
                    return Err(client::Error::HttpError(err))
                }
                Ok(mut res) => {
                    if !res.status().is_success() {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;
                        let (parts, _) = res.into_parts();
                        let body = hyper::Body::from(res_body_string.clone());
                        let restored_response = hyper::Response::from_parts(parts, body);

                        let server_response = json::from_str::<serde_json::Value>(&res_body_string).ok();

                        if let client::Retry::After(d) = dlg.http_failure(&restored_response, server_response.clone()) {
                            sleep(d);
                            continue;
                        }

                        dlg.finished(false);

                        return match server_response {
                            Some(error_value) => Err(client::Error::BadRequest(error_value)),
                            None => Err(client::Error::Failure(restored_response)),
                        }
                    }
                    let result_value = {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;

                        match json::from_str(&res_body_string) {
                            Ok(decoded) => (res, decoded),
                            Err(err) => {
                                dlg.response_json_decode_error(&res_body_string, &err);
                                return Err(client::Error::JsonDecodeError(res_body_string, 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 client::Delegate) -> AchievementResetAllCall<'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
    ///
    /// * *$.xgafv* (query-string) - V1 error format.
    /// * *access_token* (query-string) - OAuth access token.
    /// * *alt* (query-string) - Data format for response.
    /// * *callback* (query-string) - JSONP
    /// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
    /// * *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.
    /// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
    /// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
    /// * *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.
    /// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
    /// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
    pub fn param<T>(mut self, name: T, value: T) -> AchievementResetAllCall<'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>
                                                        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 google_gamesmanagement1_management as gamesmanagement1_management;
/// # async fn dox() {
/// # use std::default::Default;
/// # use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// # let secret: oauth2::ApplicationSecret = Default::default();
/// # let auth = oauth2::InstalledFlowAuthenticator::builder(
/// #         secret,
/// #         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
/// #     ).build().await.unwrap();
/// # let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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().await;
/// # }
/// ```
pub struct AchievementResetAllForAllPlayerCall<'a>
    where  {

    hub: &'a GamesManagement<>,
    _delegate: Option<&'a mut dyn client::Delegate>,
    _additional_params: HashMap<String, String>,
    _scopes: BTreeMap<String, ()>
}

impl<'a> client::CallBuilder for AchievementResetAllForAllPlayerCall<'a> {}

impl<'a> AchievementResetAllForAllPlayerCall<'a> {


    /// Perform the operation you have build so far.
    pub async fn doit(mut self) -> client::Result<hyper::Response<hyper::body::Body>> {
        use std::io::{Read, Seek};
        use hyper::header::{CONTENT_TYPE, CONTENT_LENGTH, AUTHORIZATION, USER_AGENT, LOCATION};
        use client::ToParts;
        let mut dd = client::DefaultDelegate;
        let mut dlg: &mut dyn client::Delegate = match self._delegate {
            Some(d) => d,
            None => &mut dd
        };
        dlg.begin(client::MethodInfo { id: "gamesManagement.achievements.resetAllForAllPlayers",
                               http_method: hyper::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(client::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 = url::Url::parse_with_params(&url, params).unwrap();



        loop {
            let token = match self.hub.auth.token(&self._scopes.keys().collect::<Vec<_>>()[..]).await {
                Ok(token) => token.clone(),
                Err(err) => {
                    match  dlg.token(&err) {
                        Some(token) => token,
                        None => {
                            dlg.finished(false);
                            return Err(client::Error::MissingToken(err))
                        }
                    }
                }
            };
            let mut req_result = {
                let client = &self.hub.client;
                dlg.pre_request();
                let mut req_builder = hyper::Request::builder().method(hyper::Method::POST).uri(url.clone().into_string())
                        .header(USER_AGENT, self.hub._user_agent.clone())                            .header(AUTHORIZATION, format!("Bearer {}", token.as_str()));


                        let request = req_builder
                        .body(hyper::body::Body::empty());

                client.request(request.unwrap()).await
                
            };

            match req_result {
                Err(err) => {
                    if let client::Retry::After(d) = dlg.http_error(&err) {
                        sleep(d);
                        continue;
                    }
                    dlg.finished(false);
                    return Err(client::Error::HttpError(err))
                }
                Ok(mut res) => {
                    if !res.status().is_success() {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;
                        let (parts, _) = res.into_parts();
                        let body = hyper::Body::from(res_body_string.clone());
                        let restored_response = hyper::Response::from_parts(parts, body);

                        let server_response = json::from_str::<serde_json::Value>(&res_body_string).ok();

                        if let client::Retry::After(d) = dlg.http_failure(&restored_response, server_response.clone()) {
                            sleep(d);
                            continue;
                        }

                        dlg.finished(false);

                        return match server_response {
                            Some(error_value) => Err(client::Error::BadRequest(error_value)),
                            None => Err(client::Error::Failure(restored_response)),
                        }
                    }
                    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 client::Delegate) -> AchievementResetAllForAllPlayerCall<'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
    ///
    /// * *$.xgafv* (query-string) - V1 error format.
    /// * *access_token* (query-string) - OAuth access token.
    /// * *alt* (query-string) - Data format for response.
    /// * *callback* (query-string) - JSONP
    /// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
    /// * *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.
    /// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
    /// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
    /// * *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.
    /// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
    /// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
    pub fn param<T>(mut self, name: T, value: T) -> AchievementResetAllForAllPlayerCall<'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>
                                                        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 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 google_gamesmanagement1_management as gamesmanagement1_management;
/// # async fn dox() {
/// # use std::default::Default;
/// # use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// # let secret: oauth2::ApplicationSecret = Default::default();
/// # let auth = oauth2::InstalledFlowAuthenticator::builder(
/// #         secret,
/// #         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
/// #     ).build().await.unwrap();
/// # let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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().await;
/// # }
/// ```
pub struct AchievementResetForAllPlayerCall<'a>
    where  {

    hub: &'a GamesManagement<>,
    _achievement_id: String,
    _delegate: Option<&'a mut dyn client::Delegate>,
    _additional_params: HashMap<String, String>,
    _scopes: BTreeMap<String, ()>
}

impl<'a> client::CallBuilder for AchievementResetForAllPlayerCall<'a> {}

impl<'a> AchievementResetForAllPlayerCall<'a> {


    /// Perform the operation you have build so far.
    pub async fn doit(mut self) -> client::Result<hyper::Response<hyper::body::Body>> {
        use std::io::{Read, Seek};
        use hyper::header::{CONTENT_TYPE, CONTENT_LENGTH, AUTHORIZATION, USER_AGENT, LOCATION};
        use client::ToParts;
        let mut dd = client::DefaultDelegate;
        let mut dlg: &mut dyn client::Delegate = match self._delegate {
            Some(d) => d,
            None => &mut dd
        };
        dlg.begin(client::MethodInfo { id: "gamesManagement.achievements.resetForAllPlayers",
                               http_method: hyper::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(client::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 = url::Url::parse_with_params(&url, params).unwrap();



        loop {
            let token = match self.hub.auth.token(&self._scopes.keys().collect::<Vec<_>>()[..]).await {
                Ok(token) => token.clone(),
                Err(err) => {
                    match  dlg.token(&err) {
                        Some(token) => token,
                        None => {
                            dlg.finished(false);
                            return Err(client::Error::MissingToken(err))
                        }
                    }
                }
            };
            let mut req_result = {
                let client = &self.hub.client;
                dlg.pre_request();
                let mut req_builder = hyper::Request::builder().method(hyper::Method::POST).uri(url.clone().into_string())
                        .header(USER_AGENT, self.hub._user_agent.clone())                            .header(AUTHORIZATION, format!("Bearer {}", token.as_str()));


                        let request = req_builder
                        .body(hyper::body::Body::empty());

                client.request(request.unwrap()).await
                
            };

            match req_result {
                Err(err) => {
                    if let client::Retry::After(d) = dlg.http_error(&err) {
                        sleep(d);
                        continue;
                    }
                    dlg.finished(false);
                    return Err(client::Error::HttpError(err))
                }
                Ok(mut res) => {
                    if !res.status().is_success() {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;
                        let (parts, _) = res.into_parts();
                        let body = hyper::Body::from(res_body_string.clone());
                        let restored_response = hyper::Response::from_parts(parts, body);

                        let server_response = json::from_str::<serde_json::Value>(&res_body_string).ok();

                        if let client::Retry::After(d) = dlg.http_failure(&restored_response, server_response.clone()) {
                            sleep(d);
                            continue;
                        }

                        dlg.finished(false);

                        return match server_response {
                            Some(error_value) => Err(client::Error::BadRequest(error_value)),
                            None => Err(client::Error::Failure(restored_response)),
                        }
                    }
                    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> {
        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 client::Delegate) -> AchievementResetForAllPlayerCall<'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
    ///
    /// * *$.xgafv* (query-string) - V1 error format.
    /// * *access_token* (query-string) - OAuth access token.
    /// * *alt* (query-string) - Data format for response.
    /// * *callback* (query-string) - JSONP
    /// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
    /// * *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.
    /// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
    /// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
    /// * *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.
    /// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
    /// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
    pub fn param<T>(mut self, name: T, value: T) -> AchievementResetForAllPlayerCall<'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>
                                                        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 google_gamesmanagement1_management as gamesmanagement1_management;
/// use gamesmanagement1_management::api::AchievementResetMultipleForAllRequest;
/// # async fn dox() {
/// # use std::default::Default;
/// # use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// # let secret: oauth2::ApplicationSecret = Default::default();
/// # let auth = oauth2::InstalledFlowAuthenticator::builder(
/// #         secret,
/// #         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
/// #     ).build().await.unwrap();
/// # let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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().await;
/// # }
/// ```
pub struct AchievementResetMultipleForAllPlayerCall<'a>
    where  {

    hub: &'a GamesManagement<>,
    _request: AchievementResetMultipleForAllRequest,
    _delegate: Option<&'a mut dyn client::Delegate>,
    _additional_params: HashMap<String, String>,
    _scopes: BTreeMap<String, ()>
}

impl<'a> client::CallBuilder for AchievementResetMultipleForAllPlayerCall<'a> {}

impl<'a> AchievementResetMultipleForAllPlayerCall<'a> {


    /// Perform the operation you have build so far.
    pub async fn doit(mut self) -> client::Result<hyper::Response<hyper::body::Body>> {
        use std::io::{Read, Seek};
        use hyper::header::{CONTENT_TYPE, CONTENT_LENGTH, AUTHORIZATION, USER_AGENT, LOCATION};
        use client::ToParts;
        let mut dd = client::DefaultDelegate;
        let mut dlg: &mut dyn client::Delegate = match self._delegate {
            Some(d) => d,
            None => &mut dd
        };
        dlg.begin(client::MethodInfo { id: "gamesManagement.achievements.resetMultipleForAllPlayers",
                               http_method: hyper::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(client::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 = url::Url::parse_with_params(&url, params).unwrap();

        let mut json_mime_type: mime::Mime = "application/json".parse().unwrap();
        let mut request_value_reader =
            {
                let mut value = json::value::to_value(&self._request).expect("serde to work");
                client::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.token(&self._scopes.keys().collect::<Vec<_>>()[..]).await {
                Ok(token) => token.clone(),
                Err(err) => {
                    match  dlg.token(&err) {
                        Some(token) => token,
                        None => {
                            dlg.finished(false);
                            return Err(client::Error::MissingToken(err))
                        }
                    }
                }
            };
            request_value_reader.seek(io::SeekFrom::Start(0)).unwrap();
            let mut req_result = {
                let client = &self.hub.client;
                dlg.pre_request();
                let mut req_builder = hyper::Request::builder().method(hyper::Method::POST).uri(url.clone().into_string())
                        .header(USER_AGENT, self.hub._user_agent.clone())                            .header(AUTHORIZATION, format!("Bearer {}", token.as_str()));


                        let request = req_builder
                        .header(CONTENT_TYPE, format!("{}", json_mime_type.to_string()))
                        .header(CONTENT_LENGTH, request_size as u64)
                        .body(hyper::body::Body::from(request_value_reader.get_ref().clone()));

                client.request(request.unwrap()).await
                
            };

            match req_result {
                Err(err) => {
                    if let client::Retry::After(d) = dlg.http_error(&err) {
                        sleep(d);
                        continue;
                    }
                    dlg.finished(false);
                    return Err(client::Error::HttpError(err))
                }
                Ok(mut res) => {
                    if !res.status().is_success() {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;
                        let (parts, _) = res.into_parts();
                        let body = hyper::Body::from(res_body_string.clone());
                        let restored_response = hyper::Response::from_parts(parts, body);

                        let server_response = json::from_str::<serde_json::Value>(&res_body_string).ok();

                        if let client::Retry::After(d) = dlg.http_failure(&restored_response, server_response.clone()) {
                            sleep(d);
                            continue;
                        }

                        dlg.finished(false);

                        return match server_response {
                            Some(error_value) => Err(client::Error::BadRequest(error_value)),
                            None => Err(client::Error::Failure(restored_response)),
                        }
                    }
                    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> {
        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 client::Delegate) -> AchievementResetMultipleForAllPlayerCall<'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
    ///
    /// * *$.xgafv* (query-string) - V1 error format.
    /// * *access_token* (query-string) - OAuth access token.
    /// * *alt* (query-string) - Data format for response.
    /// * *callback* (query-string) - JSONP
    /// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
    /// * *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.
    /// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
    /// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
    /// * *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.
    /// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
    /// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
    pub fn param<T>(mut self, name: T, value: T) -> AchievementResetMultipleForAllPlayerCall<'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>
                                                        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 google_gamesmanagement1_management as gamesmanagement1_management;
/// # async fn dox() {
/// # use std::default::Default;
/// # use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// # let secret: oauth2::ApplicationSecret = Default::default();
/// # let auth = oauth2::InstalledFlowAuthenticator::builder(
/// #         secret,
/// #         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
/// #     ).build().await.unwrap();
/// # let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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("takimata")
///              .max_results(-52)
///              .doit().await;
/// # }
/// ```
pub struct ApplicationListHiddenCall<'a>
    where  {

    hub: &'a GamesManagement<>,
    _application_id: String,
    _page_token: Option<String>,
    _max_results: Option<i32>,
    _delegate: Option<&'a mut dyn client::Delegate>,
    _additional_params: HashMap<String, String>,
    _scopes: BTreeMap<String, ()>
}

impl<'a> client::CallBuilder for ApplicationListHiddenCall<'a> {}

impl<'a> ApplicationListHiddenCall<'a> {


    /// Perform the operation you have build so far.
    pub async fn doit(mut self) -> client::Result<(hyper::Response<hyper::body::Body>, HiddenPlayerList)> {
        use std::io::{Read, Seek};
        use hyper::header::{CONTENT_TYPE, CONTENT_LENGTH, AUTHORIZATION, USER_AGENT, LOCATION};
        use client::ToParts;
        let mut dd = client::DefaultDelegate;
        let mut dlg: &mut dyn client::Delegate = match self._delegate {
            Some(d) => d,
            None => &mut dd
        };
        dlg.begin(client::MethodInfo { id: "gamesManagement.applications.listHidden",
                               http_method: hyper::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(client::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 = url::Url::parse_with_params(&url, params).unwrap();



        loop {
            let token = match self.hub.auth.token(&self._scopes.keys().collect::<Vec<_>>()[..]).await {
                Ok(token) => token.clone(),
                Err(err) => {
                    match  dlg.token(&err) {
                        Some(token) => token,
                        None => {
                            dlg.finished(false);
                            return Err(client::Error::MissingToken(err))
                        }
                    }
                }
            };
            let mut req_result = {
                let client = &self.hub.client;
                dlg.pre_request();
                let mut req_builder = hyper::Request::builder().method(hyper::Method::GET).uri(url.clone().into_string())
                        .header(USER_AGENT, self.hub._user_agent.clone())                            .header(AUTHORIZATION, format!("Bearer {}", token.as_str()));


                        let request = req_builder
                        .body(hyper::body::Body::empty());

                client.request(request.unwrap()).await
                
            };

            match req_result {
                Err(err) => {
                    if let client::Retry::After(d) = dlg.http_error(&err) {
                        sleep(d);
                        continue;
                    }
                    dlg.finished(false);
                    return Err(client::Error::HttpError(err))
                }
                Ok(mut res) => {
                    if !res.status().is_success() {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;
                        let (parts, _) = res.into_parts();
                        let body = hyper::Body::from(res_body_string.clone());
                        let restored_response = hyper::Response::from_parts(parts, body);

                        let server_response = json::from_str::<serde_json::Value>(&res_body_string).ok();

                        if let client::Retry::After(d) = dlg.http_failure(&restored_response, server_response.clone()) {
                            sleep(d);
                            continue;
                        }

                        dlg.finished(false);

                        return match server_response {
                            Some(error_value) => Err(client::Error::BadRequest(error_value)),
                            None => Err(client::Error::Failure(restored_response)),
                        }
                    }
                    let result_value = {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;

                        match json::from_str(&res_body_string) {
                            Ok(decoded) => (res, decoded),
                            Err(err) => {
                                dlg.response_json_decode_error(&res_body_string, &err);
                                return Err(client::Error::JsonDecodeError(res_body_string, 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> {
        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> {
        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> {
        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 client::Delegate) -> ApplicationListHiddenCall<'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
    ///
    /// * *$.xgafv* (query-string) - V1 error format.
    /// * *access_token* (query-string) - OAuth access token.
    /// * *alt* (query-string) - Data format for response.
    /// * *callback* (query-string) - JSONP
    /// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
    /// * *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.
    /// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
    /// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
    /// * *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.
    /// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
    /// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
    pub fn param<T>(mut self, name: T, value: T) -> ApplicationListHiddenCall<'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>
                                                        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 google_gamesmanagement1_management as gamesmanagement1_management;
/// # async fn dox() {
/// # use std::default::Default;
/// # use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// # let secret: oauth2::ApplicationSecret = Default::default();
/// # let auth = oauth2::InstalledFlowAuthenticator::builder(
/// #         secret,
/// #         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
/// #     ).build().await.unwrap();
/// # let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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().await;
/// # }
/// ```
pub struct EventResetCall<'a>
    where  {

    hub: &'a GamesManagement<>,
    _event_id: String,
    _delegate: Option<&'a mut dyn client::Delegate>,
    _additional_params: HashMap<String, String>,
    _scopes: BTreeMap<String, ()>
}

impl<'a> client::CallBuilder for EventResetCall<'a> {}

impl<'a> EventResetCall<'a> {


    /// Perform the operation you have build so far.
    pub async fn doit(mut self) -> client::Result<hyper::Response<hyper::body::Body>> {
        use std::io::{Read, Seek};
        use hyper::header::{CONTENT_TYPE, CONTENT_LENGTH, AUTHORIZATION, USER_AGENT, LOCATION};
        use client::ToParts;
        let mut dd = client::DefaultDelegate;
        let mut dlg: &mut dyn client::Delegate = match self._delegate {
            Some(d) => d,
            None => &mut dd
        };
        dlg.begin(client::MethodInfo { id: "gamesManagement.events.reset",
                               http_method: hyper::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(client::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 = url::Url::parse_with_params(&url, params).unwrap();



        loop {
            let token = match self.hub.auth.token(&self._scopes.keys().collect::<Vec<_>>()[..]).await {
                Ok(token) => token.clone(),
                Err(err) => {
                    match  dlg.token(&err) {
                        Some(token) => token,
                        None => {
                            dlg.finished(false);
                            return Err(client::Error::MissingToken(err))
                        }
                    }
                }
            };
            let mut req_result = {
                let client = &self.hub.client;
                dlg.pre_request();
                let mut req_builder = hyper::Request::builder().method(hyper::Method::POST).uri(url.clone().into_string())
                        .header(USER_AGENT, self.hub._user_agent.clone())                            .header(AUTHORIZATION, format!("Bearer {}", token.as_str()));


                        let request = req_builder
                        .body(hyper::body::Body::empty());

                client.request(request.unwrap()).await
                
            };

            match req_result {
                Err(err) => {
                    if let client::Retry::After(d) = dlg.http_error(&err) {
                        sleep(d);
                        continue;
                    }
                    dlg.finished(false);
                    return Err(client::Error::HttpError(err))
                }
                Ok(mut res) => {
                    if !res.status().is_success() {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;
                        let (parts, _) = res.into_parts();
                        let body = hyper::Body::from(res_body_string.clone());
                        let restored_response = hyper::Response::from_parts(parts, body);

                        let server_response = json::from_str::<serde_json::Value>(&res_body_string).ok();

                        if let client::Retry::After(d) = dlg.http_failure(&restored_response, server_response.clone()) {
                            sleep(d);
                            continue;
                        }

                        dlg.finished(false);

                        return match server_response {
                            Some(error_value) => Err(client::Error::BadRequest(error_value)),
                            None => Err(client::Error::Failure(restored_response)),
                        }
                    }
                    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> {
        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 client::Delegate) -> EventResetCall<'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
    ///
    /// * *$.xgafv* (query-string) - V1 error format.
    /// * *access_token* (query-string) - OAuth access token.
    /// * *alt* (query-string) - Data format for response.
    /// * *callback* (query-string) - JSONP
    /// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
    /// * *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.
    /// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
    /// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
    /// * *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.
    /// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
    /// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
    pub fn param<T>(mut self, name: T, value: T) -> EventResetCall<'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>
                                                        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 google_gamesmanagement1_management as gamesmanagement1_management;
/// # async fn dox() {
/// # use std::default::Default;
/// # use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// # let secret: oauth2::ApplicationSecret = Default::default();
/// # let auth = oauth2::InstalledFlowAuthenticator::builder(
/// #         secret,
/// #         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
/// #     ).build().await.unwrap();
/// # let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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().await;
/// # }
/// ```
pub struct EventResetAllCall<'a>
    where  {

    hub: &'a GamesManagement<>,
    _delegate: Option<&'a mut dyn client::Delegate>,
    _additional_params: HashMap<String, String>,
    _scopes: BTreeMap<String, ()>
}

impl<'a> client::CallBuilder for EventResetAllCall<'a> {}

impl<'a> EventResetAllCall<'a> {


    /// Perform the operation you have build so far.
    pub async fn doit(mut self) -> client::Result<hyper::Response<hyper::body::Body>> {
        use std::io::{Read, Seek};
        use hyper::header::{CONTENT_TYPE, CONTENT_LENGTH, AUTHORIZATION, USER_AGENT, LOCATION};
        use client::ToParts;
        let mut dd = client::DefaultDelegate;
        let mut dlg: &mut dyn client::Delegate = match self._delegate {
            Some(d) => d,
            None => &mut dd
        };
        dlg.begin(client::MethodInfo { id: "gamesManagement.events.resetAll",
                               http_method: hyper::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(client::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 = url::Url::parse_with_params(&url, params).unwrap();



        loop {
            let token = match self.hub.auth.token(&self._scopes.keys().collect::<Vec<_>>()[..]).await {
                Ok(token) => token.clone(),
                Err(err) => {
                    match  dlg.token(&err) {
                        Some(token) => token,
                        None => {
                            dlg.finished(false);
                            return Err(client::Error::MissingToken(err))
                        }
                    }
                }
            };
            let mut req_result = {
                let client = &self.hub.client;
                dlg.pre_request();
                let mut req_builder = hyper::Request::builder().method(hyper::Method::POST).uri(url.clone().into_string())
                        .header(USER_AGENT, self.hub._user_agent.clone())                            .header(AUTHORIZATION, format!("Bearer {}", token.as_str()));


                        let request = req_builder
                        .body(hyper::body::Body::empty());

                client.request(request.unwrap()).await
                
            };

            match req_result {
                Err(err) => {
                    if let client::Retry::After(d) = dlg.http_error(&err) {
                        sleep(d);
                        continue;
                    }
                    dlg.finished(false);
                    return Err(client::Error::HttpError(err))
                }
                Ok(mut res) => {
                    if !res.status().is_success() {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;
                        let (parts, _) = res.into_parts();
                        let body = hyper::Body::from(res_body_string.clone());
                        let restored_response = hyper::Response::from_parts(parts, body);

                        let server_response = json::from_str::<serde_json::Value>(&res_body_string).ok();

                        if let client::Retry::After(d) = dlg.http_failure(&restored_response, server_response.clone()) {
                            sleep(d);
                            continue;
                        }

                        dlg.finished(false);

                        return match server_response {
                            Some(error_value) => Err(client::Error::BadRequest(error_value)),
                            None => Err(client::Error::Failure(restored_response)),
                        }
                    }
                    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 client::Delegate) -> EventResetAllCall<'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
    ///
    /// * *$.xgafv* (query-string) - V1 error format.
    /// * *access_token* (query-string) - OAuth access token.
    /// * *alt* (query-string) - Data format for response.
    /// * *callback* (query-string) - JSONP
    /// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
    /// * *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.
    /// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
    /// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
    /// * *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.
    /// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
    /// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
    pub fn param<T>(mut self, name: T, value: T) -> EventResetAllCall<'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>
                                                        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 google_gamesmanagement1_management as gamesmanagement1_management;
/// # async fn dox() {
/// # use std::default::Default;
/// # use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// # let secret: oauth2::ApplicationSecret = Default::default();
/// # let auth = oauth2::InstalledFlowAuthenticator::builder(
/// #         secret,
/// #         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
/// #     ).build().await.unwrap();
/// # let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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().await;
/// # }
/// ```
pub struct EventResetAllForAllPlayerCall<'a>
    where  {

    hub: &'a GamesManagement<>,
    _delegate: Option<&'a mut dyn client::Delegate>,
    _additional_params: HashMap<String, String>,
    _scopes: BTreeMap<String, ()>
}

impl<'a> client::CallBuilder for EventResetAllForAllPlayerCall<'a> {}

impl<'a> EventResetAllForAllPlayerCall<'a> {


    /// Perform the operation you have build so far.
    pub async fn doit(mut self) -> client::Result<hyper::Response<hyper::body::Body>> {
        use std::io::{Read, Seek};
        use hyper::header::{CONTENT_TYPE, CONTENT_LENGTH, AUTHORIZATION, USER_AGENT, LOCATION};
        use client::ToParts;
        let mut dd = client::DefaultDelegate;
        let mut dlg: &mut dyn client::Delegate = match self._delegate {
            Some(d) => d,
            None => &mut dd
        };
        dlg.begin(client::MethodInfo { id: "gamesManagement.events.resetAllForAllPlayers",
                               http_method: hyper::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(client::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 = url::Url::parse_with_params(&url, params).unwrap();



        loop {
            let token = match self.hub.auth.token(&self._scopes.keys().collect::<Vec<_>>()[..]).await {
                Ok(token) => token.clone(),
                Err(err) => {
                    match  dlg.token(&err) {
                        Some(token) => token,
                        None => {
                            dlg.finished(false);
                            return Err(client::Error::MissingToken(err))
                        }
                    }
                }
            };
            let mut req_result = {
                let client = &self.hub.client;
                dlg.pre_request();
                let mut req_builder = hyper::Request::builder().method(hyper::Method::POST).uri(url.clone().into_string())
                        .header(USER_AGENT, self.hub._user_agent.clone())                            .header(AUTHORIZATION, format!("Bearer {}", token.as_str()));


                        let request = req_builder
                        .body(hyper::body::Body::empty());

                client.request(request.unwrap()).await
                
            };

            match req_result {
                Err(err) => {
                    if let client::Retry::After(d) = dlg.http_error(&err) {
                        sleep(d);
                        continue;
                    }
                    dlg.finished(false);
                    return Err(client::Error::HttpError(err))
                }
                Ok(mut res) => {
                    if !res.status().is_success() {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;
                        let (parts, _) = res.into_parts();
                        let body = hyper::Body::from(res_body_string.clone());
                        let restored_response = hyper::Response::from_parts(parts, body);

                        let server_response = json::from_str::<serde_json::Value>(&res_body_string).ok();

                        if let client::Retry::After(d) = dlg.http_failure(&restored_response, server_response.clone()) {
                            sleep(d);
                            continue;
                        }

                        dlg.finished(false);

                        return match server_response {
                            Some(error_value) => Err(client::Error::BadRequest(error_value)),
                            None => Err(client::Error::Failure(restored_response)),
                        }
                    }
                    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 client::Delegate) -> EventResetAllForAllPlayerCall<'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
    ///
    /// * *$.xgafv* (query-string) - V1 error format.
    /// * *access_token* (query-string) - OAuth access token.
    /// * *alt* (query-string) - Data format for response.
    /// * *callback* (query-string) - JSONP
    /// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
    /// * *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.
    /// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
    /// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
    /// * *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.
    /// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
    /// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
    pub fn param<T>(mut self, name: T, value: T) -> EventResetAllForAllPlayerCall<'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>
                                                        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 google_gamesmanagement1_management as gamesmanagement1_management;
/// # async fn dox() {
/// # use std::default::Default;
/// # use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// # let secret: oauth2::ApplicationSecret = Default::default();
/// # let auth = oauth2::InstalledFlowAuthenticator::builder(
/// #         secret,
/// #         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
/// #     ).build().await.unwrap();
/// # let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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().await;
/// # }
/// ```
pub struct EventResetForAllPlayerCall<'a>
    where  {

    hub: &'a GamesManagement<>,
    _event_id: String,
    _delegate: Option<&'a mut dyn client::Delegate>,
    _additional_params: HashMap<String, String>,
    _scopes: BTreeMap<String, ()>
}

impl<'a> client::CallBuilder for EventResetForAllPlayerCall<'a> {}

impl<'a> EventResetForAllPlayerCall<'a> {


    /// Perform the operation you have build so far.
    pub async fn doit(mut self) -> client::Result<hyper::Response<hyper::body::Body>> {
        use std::io::{Read, Seek};
        use hyper::header::{CONTENT_TYPE, CONTENT_LENGTH, AUTHORIZATION, USER_AGENT, LOCATION};
        use client::ToParts;
        let mut dd = client::DefaultDelegate;
        let mut dlg: &mut dyn client::Delegate = match self._delegate {
            Some(d) => d,
            None => &mut dd
        };
        dlg.begin(client::MethodInfo { id: "gamesManagement.events.resetForAllPlayers",
                               http_method: hyper::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(client::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 = url::Url::parse_with_params(&url, params).unwrap();



        loop {
            let token = match self.hub.auth.token(&self._scopes.keys().collect::<Vec<_>>()[..]).await {
                Ok(token) => token.clone(),
                Err(err) => {
                    match  dlg.token(&err) {
                        Some(token) => token,
                        None => {
                            dlg.finished(false);
                            return Err(client::Error::MissingToken(err))
                        }
                    }
                }
            };
            let mut req_result = {
                let client = &self.hub.client;
                dlg.pre_request();
                let mut req_builder = hyper::Request::builder().method(hyper::Method::POST).uri(url.clone().into_string())
                        .header(USER_AGENT, self.hub._user_agent.clone())                            .header(AUTHORIZATION, format!("Bearer {}", token.as_str()));


                        let request = req_builder
                        .body(hyper::body::Body::empty());

                client.request(request.unwrap()).await
                
            };

            match req_result {
                Err(err) => {
                    if let client::Retry::After(d) = dlg.http_error(&err) {
                        sleep(d);
                        continue;
                    }
                    dlg.finished(false);
                    return Err(client::Error::HttpError(err))
                }
                Ok(mut res) => {
                    if !res.status().is_success() {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;
                        let (parts, _) = res.into_parts();
                        let body = hyper::Body::from(res_body_string.clone());
                        let restored_response = hyper::Response::from_parts(parts, body);

                        let server_response = json::from_str::<serde_json::Value>(&res_body_string).ok();

                        if let client::Retry::After(d) = dlg.http_failure(&restored_response, server_response.clone()) {
                            sleep(d);
                            continue;
                        }

                        dlg.finished(false);

                        return match server_response {
                            Some(error_value) => Err(client::Error::BadRequest(error_value)),
                            None => Err(client::Error::Failure(restored_response)),
                        }
                    }
                    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> {
        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 client::Delegate) -> EventResetForAllPlayerCall<'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
    ///
    /// * *$.xgafv* (query-string) - V1 error format.
    /// * *access_token* (query-string) - OAuth access token.
    /// * *alt* (query-string) - Data format for response.
    /// * *callback* (query-string) - JSONP
    /// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
    /// * *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.
    /// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
    /// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
    /// * *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.
    /// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
    /// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
    pub fn param<T>(mut self, name: T, value: T) -> EventResetForAllPlayerCall<'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>
                                                        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 google_gamesmanagement1_management as gamesmanagement1_management;
/// use gamesmanagement1_management::api::EventsResetMultipleForAllRequest;
/// # async fn dox() {
/// # use std::default::Default;
/// # use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// # let secret: oauth2::ApplicationSecret = Default::default();
/// # let auth = oauth2::InstalledFlowAuthenticator::builder(
/// #         secret,
/// #         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
/// #     ).build().await.unwrap();
/// # let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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().await;
/// # }
/// ```
pub struct EventResetMultipleForAllPlayerCall<'a>
    where  {

    hub: &'a GamesManagement<>,
    _request: EventsResetMultipleForAllRequest,
    _delegate: Option<&'a mut dyn client::Delegate>,
    _additional_params: HashMap<String, String>,
    _scopes: BTreeMap<String, ()>
}

impl<'a> client::CallBuilder for EventResetMultipleForAllPlayerCall<'a> {}

impl<'a> EventResetMultipleForAllPlayerCall<'a> {


    /// Perform the operation you have build so far.
    pub async fn doit(mut self) -> client::Result<hyper::Response<hyper::body::Body>> {
        use std::io::{Read, Seek};
        use hyper::header::{CONTENT_TYPE, CONTENT_LENGTH, AUTHORIZATION, USER_AGENT, LOCATION};
        use client::ToParts;
        let mut dd = client::DefaultDelegate;
        let mut dlg: &mut dyn client::Delegate = match self._delegate {
            Some(d) => d,
            None => &mut dd
        };
        dlg.begin(client::MethodInfo { id: "gamesManagement.events.resetMultipleForAllPlayers",
                               http_method: hyper::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(client::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 = url::Url::parse_with_params(&url, params).unwrap();

        let mut json_mime_type: mime::Mime = "application/json".parse().unwrap();
        let mut request_value_reader =
            {
                let mut value = json::value::to_value(&self._request).expect("serde to work");
                client::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.token(&self._scopes.keys().collect::<Vec<_>>()[..]).await {
                Ok(token) => token.clone(),
                Err(err) => {
                    match  dlg.token(&err) {
                        Some(token) => token,
                        None => {
                            dlg.finished(false);
                            return Err(client::Error::MissingToken(err))
                        }
                    }
                }
            };
            request_value_reader.seek(io::SeekFrom::Start(0)).unwrap();
            let mut req_result = {
                let client = &self.hub.client;
                dlg.pre_request();
                let mut req_builder = hyper::Request::builder().method(hyper::Method::POST).uri(url.clone().into_string())
                        .header(USER_AGENT, self.hub._user_agent.clone())                            .header(AUTHORIZATION, format!("Bearer {}", token.as_str()));


                        let request = req_builder
                        .header(CONTENT_TYPE, format!("{}", json_mime_type.to_string()))
                        .header(CONTENT_LENGTH, request_size as u64)
                        .body(hyper::body::Body::from(request_value_reader.get_ref().clone()));

                client.request(request.unwrap()).await
                
            };

            match req_result {
                Err(err) => {
                    if let client::Retry::After(d) = dlg.http_error(&err) {
                        sleep(d);
                        continue;
                    }
                    dlg.finished(false);
                    return Err(client::Error::HttpError(err))
                }
                Ok(mut res) => {
                    if !res.status().is_success() {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;
                        let (parts, _) = res.into_parts();
                        let body = hyper::Body::from(res_body_string.clone());
                        let restored_response = hyper::Response::from_parts(parts, body);

                        let server_response = json::from_str::<serde_json::Value>(&res_body_string).ok();

                        if let client::Retry::After(d) = dlg.http_failure(&restored_response, server_response.clone()) {
                            sleep(d);
                            continue;
                        }

                        dlg.finished(false);

                        return match server_response {
                            Some(error_value) => Err(client::Error::BadRequest(error_value)),
                            None => Err(client::Error::Failure(restored_response)),
                        }
                    }
                    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> {
        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 client::Delegate) -> EventResetMultipleForAllPlayerCall<'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
    ///
    /// * *$.xgafv* (query-string) - V1 error format.
    /// * *access_token* (query-string) - OAuth access token.
    /// * *alt* (query-string) - Data format for response.
    /// * *callback* (query-string) - JSONP
    /// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
    /// * *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.
    /// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
    /// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
    /// * *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.
    /// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
    /// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
    pub fn param<T>(mut self, name: T, value: T) -> EventResetMultipleForAllPlayerCall<'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>
                                                        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 google_gamesmanagement1_management as gamesmanagement1_management;
/// # async fn dox() {
/// # use std::default::Default;
/// # use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// # let secret: oauth2::ApplicationSecret = Default::default();
/// # let auth = oauth2::InstalledFlowAuthenticator::builder(
/// #         secret,
/// #         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
/// #     ).build().await.unwrap();
/// # let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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().await;
/// # }
/// ```
pub struct PlayerHideCall<'a>
    where  {

    hub: &'a GamesManagement<>,
    _application_id: String,
    _player_id: String,
    _delegate: Option<&'a mut dyn client::Delegate>,
    _additional_params: HashMap<String, String>,
    _scopes: BTreeMap<String, ()>
}

impl<'a> client::CallBuilder for PlayerHideCall<'a> {}

impl<'a> PlayerHideCall<'a> {


    /// Perform the operation you have build so far.
    pub async fn doit(mut self) -> client::Result<hyper::Response<hyper::body::Body>> {
        use std::io::{Read, Seek};
        use hyper::header::{CONTENT_TYPE, CONTENT_LENGTH, AUTHORIZATION, USER_AGENT, LOCATION};
        use client::ToParts;
        let mut dd = client::DefaultDelegate;
        let mut dlg: &mut dyn client::Delegate = match self._delegate {
            Some(d) => d,
            None => &mut dd
        };
        dlg.begin(client::MethodInfo { id: "gamesManagement.players.hide",
                               http_method: hyper::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(client::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 = url::Url::parse_with_params(&url, params).unwrap();



        loop {
            let token = match self.hub.auth.token(&self._scopes.keys().collect::<Vec<_>>()[..]).await {
                Ok(token) => token.clone(),
                Err(err) => {
                    match  dlg.token(&err) {
                        Some(token) => token,
                        None => {
                            dlg.finished(false);
                            return Err(client::Error::MissingToken(err))
                        }
                    }
                }
            };
            let mut req_result = {
                let client = &self.hub.client;
                dlg.pre_request();
                let mut req_builder = hyper::Request::builder().method(hyper::Method::POST).uri(url.clone().into_string())
                        .header(USER_AGENT, self.hub._user_agent.clone())                            .header(AUTHORIZATION, format!("Bearer {}", token.as_str()));


                        let request = req_builder
                        .body(hyper::body::Body::empty());

                client.request(request.unwrap()).await
                
            };

            match req_result {
                Err(err) => {
                    if let client::Retry::After(d) = dlg.http_error(&err) {
                        sleep(d);
                        continue;
                    }
                    dlg.finished(false);
                    return Err(client::Error::HttpError(err))
                }
                Ok(mut res) => {
                    if !res.status().is_success() {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;
                        let (parts, _) = res.into_parts();
                        let body = hyper::Body::from(res_body_string.clone());
                        let restored_response = hyper::Response::from_parts(parts, body);

                        let server_response = json::from_str::<serde_json::Value>(&res_body_string).ok();

                        if let client::Retry::After(d) = dlg.http_failure(&restored_response, server_response.clone()) {
                            sleep(d);
                            continue;
                        }

                        dlg.finished(false);

                        return match server_response {
                            Some(error_value) => Err(client::Error::BadRequest(error_value)),
                            None => Err(client::Error::Failure(restored_response)),
                        }
                    }
                    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> {
        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> {
        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 client::Delegate) -> PlayerHideCall<'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
    ///
    /// * *$.xgafv* (query-string) - V1 error format.
    /// * *access_token* (query-string) - OAuth access token.
    /// * *alt* (query-string) - Data format for response.
    /// * *callback* (query-string) - JSONP
    /// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
    /// * *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.
    /// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
    /// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
    /// * *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.
    /// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
    /// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
    pub fn param<T>(mut self, name: T, value: T) -> PlayerHideCall<'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>
                                                        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 google_gamesmanagement1_management as gamesmanagement1_management;
/// # async fn dox() {
/// # use std::default::Default;
/// # use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// # let secret: oauth2::ApplicationSecret = Default::default();
/// # let auth = oauth2::InstalledFlowAuthenticator::builder(
/// #         secret,
/// #         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
/// #     ).build().await.unwrap();
/// # let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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().await;
/// # }
/// ```
pub struct PlayerUnhideCall<'a>
    where  {

    hub: &'a GamesManagement<>,
    _application_id: String,
    _player_id: String,
    _delegate: Option<&'a mut dyn client::Delegate>,
    _additional_params: HashMap<String, String>,
    _scopes: BTreeMap<String, ()>
}

impl<'a> client::CallBuilder for PlayerUnhideCall<'a> {}

impl<'a> PlayerUnhideCall<'a> {


    /// Perform the operation you have build so far.
    pub async fn doit(mut self) -> client::Result<hyper::Response<hyper::body::Body>> {
        use std::io::{Read, Seek};
        use hyper::header::{CONTENT_TYPE, CONTENT_LENGTH, AUTHORIZATION, USER_AGENT, LOCATION};
        use client::ToParts;
        let mut dd = client::DefaultDelegate;
        let mut dlg: &mut dyn client::Delegate = match self._delegate {
            Some(d) => d,
            None => &mut dd
        };
        dlg.begin(client::MethodInfo { id: "gamesManagement.players.unhide",
                               http_method: hyper::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(client::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 = url::Url::parse_with_params(&url, params).unwrap();



        loop {
            let token = match self.hub.auth.token(&self._scopes.keys().collect::<Vec<_>>()[..]).await {
                Ok(token) => token.clone(),
                Err(err) => {
                    match  dlg.token(&err) {
                        Some(token) => token,
                        None => {
                            dlg.finished(false);
                            return Err(client::Error::MissingToken(err))
                        }
                    }
                }
            };
            let mut req_result = {
                let client = &self.hub.client;
                dlg.pre_request();
                let mut req_builder = hyper::Request::builder().method(hyper::Method::DELETE).uri(url.clone().into_string())
                        .header(USER_AGENT, self.hub._user_agent.clone())                            .header(AUTHORIZATION, format!("Bearer {}", token.as_str()));


                        let request = req_builder
                        .body(hyper::body::Body::empty());

                client.request(request.unwrap()).await
                
            };

            match req_result {
                Err(err) => {
                    if let client::Retry::After(d) = dlg.http_error(&err) {
                        sleep(d);
                        continue;
                    }
                    dlg.finished(false);
                    return Err(client::Error::HttpError(err))
                }
                Ok(mut res) => {
                    if !res.status().is_success() {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;
                        let (parts, _) = res.into_parts();
                        let body = hyper::Body::from(res_body_string.clone());
                        let restored_response = hyper::Response::from_parts(parts, body);

                        let server_response = json::from_str::<serde_json::Value>(&res_body_string).ok();

                        if let client::Retry::After(d) = dlg.http_failure(&restored_response, server_response.clone()) {
                            sleep(d);
                            continue;
                        }

                        dlg.finished(false);

                        return match server_response {
                            Some(error_value) => Err(client::Error::BadRequest(error_value)),
                            None => Err(client::Error::Failure(restored_response)),
                        }
                    }
                    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> {
        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> {
        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 client::Delegate) -> PlayerUnhideCall<'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
    ///
    /// * *$.xgafv* (query-string) - V1 error format.
    /// * *access_token* (query-string) - OAuth access token.
    /// * *alt* (query-string) - Data format for response.
    /// * *callback* (query-string) - JSONP
    /// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
    /// * *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.
    /// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
    /// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
    /// * *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.
    /// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
    /// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
    pub fn param<T>(mut self, name: T, value: T) -> PlayerUnhideCall<'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>
                                                        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 google_gamesmanagement1_management as gamesmanagement1_management;
/// # async fn dox() {
/// # use std::default::Default;
/// # use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// # let secret: oauth2::ApplicationSecret = Default::default();
/// # let auth = oauth2::InstalledFlowAuthenticator::builder(
/// #         secret,
/// #         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
/// #     ).build().await.unwrap();
/// # let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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().await;
/// # }
/// ```
pub struct ScoreResetCall<'a>
    where  {

    hub: &'a GamesManagement<>,
    _leaderboard_id: String,
    _delegate: Option<&'a mut dyn client::Delegate>,
    _additional_params: HashMap<String, String>,
    _scopes: BTreeMap<String, ()>
}

impl<'a> client::CallBuilder for ScoreResetCall<'a> {}

impl<'a> ScoreResetCall<'a> {


    /// Perform the operation you have build so far.
    pub async fn doit(mut self) -> client::Result<(hyper::Response<hyper::body::Body>, PlayerScoreResetResponse)> {
        use std::io::{Read, Seek};
        use hyper::header::{CONTENT_TYPE, CONTENT_LENGTH, AUTHORIZATION, USER_AGENT, LOCATION};
        use client::ToParts;
        let mut dd = client::DefaultDelegate;
        let mut dlg: &mut dyn client::Delegate = match self._delegate {
            Some(d) => d,
            None => &mut dd
        };
        dlg.begin(client::MethodInfo { id: "gamesManagement.scores.reset",
                               http_method: hyper::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(client::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 = url::Url::parse_with_params(&url, params).unwrap();



        loop {
            let token = match self.hub.auth.token(&self._scopes.keys().collect::<Vec<_>>()[..]).await {
                Ok(token) => token.clone(),
                Err(err) => {
                    match  dlg.token(&err) {
                        Some(token) => token,
                        None => {
                            dlg.finished(false);
                            return Err(client::Error::MissingToken(err))
                        }
                    }
                }
            };
            let mut req_result = {
                let client = &self.hub.client;
                dlg.pre_request();
                let mut req_builder = hyper::Request::builder().method(hyper::Method::POST).uri(url.clone().into_string())
                        .header(USER_AGENT, self.hub._user_agent.clone())                            .header(AUTHORIZATION, format!("Bearer {}", token.as_str()));


                        let request = req_builder
                        .body(hyper::body::Body::empty());

                client.request(request.unwrap()).await
                
            };

            match req_result {
                Err(err) => {
                    if let client::Retry::After(d) = dlg.http_error(&err) {
                        sleep(d);
                        continue;
                    }
                    dlg.finished(false);
                    return Err(client::Error::HttpError(err))
                }
                Ok(mut res) => {
                    if !res.status().is_success() {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;
                        let (parts, _) = res.into_parts();
                        let body = hyper::Body::from(res_body_string.clone());
                        let restored_response = hyper::Response::from_parts(parts, body);

                        let server_response = json::from_str::<serde_json::Value>(&res_body_string).ok();

                        if let client::Retry::After(d) = dlg.http_failure(&restored_response, server_response.clone()) {
                            sleep(d);
                            continue;
                        }

                        dlg.finished(false);

                        return match server_response {
                            Some(error_value) => Err(client::Error::BadRequest(error_value)),
                            None => Err(client::Error::Failure(restored_response)),
                        }
                    }
                    let result_value = {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;

                        match json::from_str(&res_body_string) {
                            Ok(decoded) => (res, decoded),
                            Err(err) => {
                                dlg.response_json_decode_error(&res_body_string, &err);
                                return Err(client::Error::JsonDecodeError(res_body_string, 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> {
        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 client::Delegate) -> ScoreResetCall<'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
    ///
    /// * *$.xgafv* (query-string) - V1 error format.
    /// * *access_token* (query-string) - OAuth access token.
    /// * *alt* (query-string) - Data format for response.
    /// * *callback* (query-string) - JSONP
    /// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
    /// * *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.
    /// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
    /// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
    /// * *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.
    /// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
    /// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
    pub fn param<T>(mut self, name: T, value: T) -> ScoreResetCall<'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>
                                                        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 google_gamesmanagement1_management as gamesmanagement1_management;
/// # async fn dox() {
/// # use std::default::Default;
/// # use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// # let secret: oauth2::ApplicationSecret = Default::default();
/// # let auth = oauth2::InstalledFlowAuthenticator::builder(
/// #         secret,
/// #         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
/// #     ).build().await.unwrap();
/// # let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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().await;
/// # }
/// ```
pub struct ScoreResetAllCall<'a>
    where  {

    hub: &'a GamesManagement<>,
    _delegate: Option<&'a mut dyn client::Delegate>,
    _additional_params: HashMap<String, String>,
    _scopes: BTreeMap<String, ()>
}

impl<'a> client::CallBuilder for ScoreResetAllCall<'a> {}

impl<'a> ScoreResetAllCall<'a> {


    /// Perform the operation you have build so far.
    pub async fn doit(mut self) -> client::Result<(hyper::Response<hyper::body::Body>, PlayerScoreResetAllResponse)> {
        use std::io::{Read, Seek};
        use hyper::header::{CONTENT_TYPE, CONTENT_LENGTH, AUTHORIZATION, USER_AGENT, LOCATION};
        use client::ToParts;
        let mut dd = client::DefaultDelegate;
        let mut dlg: &mut dyn client::Delegate = match self._delegate {
            Some(d) => d,
            None => &mut dd
        };
        dlg.begin(client::MethodInfo { id: "gamesManagement.scores.resetAll",
                               http_method: hyper::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(client::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 = url::Url::parse_with_params(&url, params).unwrap();



        loop {
            let token = match self.hub.auth.token(&self._scopes.keys().collect::<Vec<_>>()[..]).await {
                Ok(token) => token.clone(),
                Err(err) => {
                    match  dlg.token(&err) {
                        Some(token) => token,
                        None => {
                            dlg.finished(false);
                            return Err(client::Error::MissingToken(err))
                        }
                    }
                }
            };
            let mut req_result = {
                let client = &self.hub.client;
                dlg.pre_request();
                let mut req_builder = hyper::Request::builder().method(hyper::Method::POST).uri(url.clone().into_string())
                        .header(USER_AGENT, self.hub._user_agent.clone())                            .header(AUTHORIZATION, format!("Bearer {}", token.as_str()));


                        let request = req_builder
                        .body(hyper::body::Body::empty());

                client.request(request.unwrap()).await
                
            };

            match req_result {
                Err(err) => {
                    if let client::Retry::After(d) = dlg.http_error(&err) {
                        sleep(d);
                        continue;
                    }
                    dlg.finished(false);
                    return Err(client::Error::HttpError(err))
                }
                Ok(mut res) => {
                    if !res.status().is_success() {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;
                        let (parts, _) = res.into_parts();
                        let body = hyper::Body::from(res_body_string.clone());
                        let restored_response = hyper::Response::from_parts(parts, body);

                        let server_response = json::from_str::<serde_json::Value>(&res_body_string).ok();

                        if let client::Retry::After(d) = dlg.http_failure(&restored_response, server_response.clone()) {
                            sleep(d);
                            continue;
                        }

                        dlg.finished(false);

                        return match server_response {
                            Some(error_value) => Err(client::Error::BadRequest(error_value)),
                            None => Err(client::Error::Failure(restored_response)),
                        }
                    }
                    let result_value = {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;

                        match json::from_str(&res_body_string) {
                            Ok(decoded) => (res, decoded),
                            Err(err) => {
                                dlg.response_json_decode_error(&res_body_string, &err);
                                return Err(client::Error::JsonDecodeError(res_body_string, 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 client::Delegate) -> ScoreResetAllCall<'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
    ///
    /// * *$.xgafv* (query-string) - V1 error format.
    /// * *access_token* (query-string) - OAuth access token.
    /// * *alt* (query-string) - Data format for response.
    /// * *callback* (query-string) - JSONP
    /// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
    /// * *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.
    /// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
    /// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
    /// * *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.
    /// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
    /// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
    pub fn param<T>(mut self, name: T, value: T) -> ScoreResetAllCall<'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>
                                                        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 google_gamesmanagement1_management as gamesmanagement1_management;
/// # async fn dox() {
/// # use std::default::Default;
/// # use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// # let secret: oauth2::ApplicationSecret = Default::default();
/// # let auth = oauth2::InstalledFlowAuthenticator::builder(
/// #         secret,
/// #         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
/// #     ).build().await.unwrap();
/// # let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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().await;
/// # }
/// ```
pub struct ScoreResetAllForAllPlayerCall<'a>
    where  {

    hub: &'a GamesManagement<>,
    _delegate: Option<&'a mut dyn client::Delegate>,
    _additional_params: HashMap<String, String>,
    _scopes: BTreeMap<String, ()>
}

impl<'a> client::CallBuilder for ScoreResetAllForAllPlayerCall<'a> {}

impl<'a> ScoreResetAllForAllPlayerCall<'a> {


    /// Perform the operation you have build so far.
    pub async fn doit(mut self) -> client::Result<hyper::Response<hyper::body::Body>> {
        use std::io::{Read, Seek};
        use hyper::header::{CONTENT_TYPE, CONTENT_LENGTH, AUTHORIZATION, USER_AGENT, LOCATION};
        use client::ToParts;
        let mut dd = client::DefaultDelegate;
        let mut dlg: &mut dyn client::Delegate = match self._delegate {
            Some(d) => d,
            None => &mut dd
        };
        dlg.begin(client::MethodInfo { id: "gamesManagement.scores.resetAllForAllPlayers",
                               http_method: hyper::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(client::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 = url::Url::parse_with_params(&url, params).unwrap();



        loop {
            let token = match self.hub.auth.token(&self._scopes.keys().collect::<Vec<_>>()[..]).await {
                Ok(token) => token.clone(),
                Err(err) => {
                    match  dlg.token(&err) {
                        Some(token) => token,
                        None => {
                            dlg.finished(false);
                            return Err(client::Error::MissingToken(err))
                        }
                    }
                }
            };
            let mut req_result = {
                let client = &self.hub.client;
                dlg.pre_request();
                let mut req_builder = hyper::Request::builder().method(hyper::Method::POST).uri(url.clone().into_string())
                        .header(USER_AGENT, self.hub._user_agent.clone())                            .header(AUTHORIZATION, format!("Bearer {}", token.as_str()));


                        let request = req_builder
                        .body(hyper::body::Body::empty());

                client.request(request.unwrap()).await
                
            };

            match req_result {
                Err(err) => {
                    if let client::Retry::After(d) = dlg.http_error(&err) {
                        sleep(d);
                        continue;
                    }
                    dlg.finished(false);
                    return Err(client::Error::HttpError(err))
                }
                Ok(mut res) => {
                    if !res.status().is_success() {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;
                        let (parts, _) = res.into_parts();
                        let body = hyper::Body::from(res_body_string.clone());
                        let restored_response = hyper::Response::from_parts(parts, body);

                        let server_response = json::from_str::<serde_json::Value>(&res_body_string).ok();

                        if let client::Retry::After(d) = dlg.http_failure(&restored_response, server_response.clone()) {
                            sleep(d);
                            continue;
                        }

                        dlg.finished(false);

                        return match server_response {
                            Some(error_value) => Err(client::Error::BadRequest(error_value)),
                            None => Err(client::Error::Failure(restored_response)),
                        }
                    }
                    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 client::Delegate) -> ScoreResetAllForAllPlayerCall<'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
    ///
    /// * *$.xgafv* (query-string) - V1 error format.
    /// * *access_token* (query-string) - OAuth access token.
    /// * *alt* (query-string) - Data format for response.
    /// * *callback* (query-string) - JSONP
    /// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
    /// * *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.
    /// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
    /// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
    /// * *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.
    /// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
    /// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
    pub fn param<T>(mut self, name: T, value: T) -> ScoreResetAllForAllPlayerCall<'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>
                                                        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 google_gamesmanagement1_management as gamesmanagement1_management;
/// # async fn dox() {
/// # use std::default::Default;
/// # use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// # let secret: oauth2::ApplicationSecret = Default::default();
/// # let auth = oauth2::InstalledFlowAuthenticator::builder(
/// #         secret,
/// #         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
/// #     ).build().await.unwrap();
/// # let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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().await;
/// # }
/// ```
pub struct ScoreResetForAllPlayerCall<'a>
    where  {

    hub: &'a GamesManagement<>,
    _leaderboard_id: String,
    _delegate: Option<&'a mut dyn client::Delegate>,
    _additional_params: HashMap<String, String>,
    _scopes: BTreeMap<String, ()>
}

impl<'a> client::CallBuilder for ScoreResetForAllPlayerCall<'a> {}

impl<'a> ScoreResetForAllPlayerCall<'a> {


    /// Perform the operation you have build so far.
    pub async fn doit(mut self) -> client::Result<hyper::Response<hyper::body::Body>> {
        use std::io::{Read, Seek};
        use hyper::header::{CONTENT_TYPE, CONTENT_LENGTH, AUTHORIZATION, USER_AGENT, LOCATION};
        use client::ToParts;
        let mut dd = client::DefaultDelegate;
        let mut dlg: &mut dyn client::Delegate = match self._delegate {
            Some(d) => d,
            None => &mut dd
        };
        dlg.begin(client::MethodInfo { id: "gamesManagement.scores.resetForAllPlayers",
                               http_method: hyper::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(client::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 = url::Url::parse_with_params(&url, params).unwrap();



        loop {
            let token = match self.hub.auth.token(&self._scopes.keys().collect::<Vec<_>>()[..]).await {
                Ok(token) => token.clone(),
                Err(err) => {
                    match  dlg.token(&err) {
                        Some(token) => token,
                        None => {
                            dlg.finished(false);
                            return Err(client::Error::MissingToken(err))
                        }
                    }
                }
            };
            let mut req_result = {
                let client = &self.hub.client;
                dlg.pre_request();
                let mut req_builder = hyper::Request::builder().method(hyper::Method::POST).uri(url.clone().into_string())
                        .header(USER_AGENT, self.hub._user_agent.clone())                            .header(AUTHORIZATION, format!("Bearer {}", token.as_str()));


                        let request = req_builder
                        .body(hyper::body::Body::empty());

                client.request(request.unwrap()).await
                
            };

            match req_result {
                Err(err) => {
                    if let client::Retry::After(d) = dlg.http_error(&err) {
                        sleep(d);
                        continue;
                    }
                    dlg.finished(false);
                    return Err(client::Error::HttpError(err))
                }
                Ok(mut res) => {
                    if !res.status().is_success() {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;
                        let (parts, _) = res.into_parts();
                        let body = hyper::Body::from(res_body_string.clone());
                        let restored_response = hyper::Response::from_parts(parts, body);

                        let server_response = json::from_str::<serde_json::Value>(&res_body_string).ok();

                        if let client::Retry::After(d) = dlg.http_failure(&restored_response, server_response.clone()) {
                            sleep(d);
                            continue;
                        }

                        dlg.finished(false);

                        return match server_response {
                            Some(error_value) => Err(client::Error::BadRequest(error_value)),
                            None => Err(client::Error::Failure(restored_response)),
                        }
                    }
                    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> {
        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 client::Delegate) -> ScoreResetForAllPlayerCall<'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
    ///
    /// * *$.xgafv* (query-string) - V1 error format.
    /// * *access_token* (query-string) - OAuth access token.
    /// * *alt* (query-string) - Data format for response.
    /// * *callback* (query-string) - JSONP
    /// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
    /// * *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.
    /// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
    /// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
    /// * *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.
    /// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
    /// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
    pub fn param<T>(mut self, name: T, value: T) -> ScoreResetForAllPlayerCall<'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>
                                                        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 google_gamesmanagement1_management as gamesmanagement1_management;
/// use gamesmanagement1_management::api::ScoresResetMultipleForAllRequest;
/// # async fn dox() {
/// # use std::default::Default;
/// # use gamesmanagement1_management::{GamesManagement, oauth2, hyper, hyper_rustls};
/// 
/// # let secret: oauth2::ApplicationSecret = Default::default();
/// # let auth = oauth2::InstalledFlowAuthenticator::builder(
/// #         secret,
/// #         oauth2::InstalledFlowReturnMethod::HTTPRedirect,
/// #     ).build().await.unwrap();
/// # let mut hub = GamesManagement::new(hyper::Client::builder().build(hyper_rustls::HttpsConnector::with_native_roots().https_or_http().enable_http1().enable_http2().build()), 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().await;
/// # }
/// ```
pub struct ScoreResetMultipleForAllPlayerCall<'a>
    where  {

    hub: &'a GamesManagement<>,
    _request: ScoresResetMultipleForAllRequest,
    _delegate: Option<&'a mut dyn client::Delegate>,
    _additional_params: HashMap<String, String>,
    _scopes: BTreeMap<String, ()>
}

impl<'a> client::CallBuilder for ScoreResetMultipleForAllPlayerCall<'a> {}

impl<'a> ScoreResetMultipleForAllPlayerCall<'a> {


    /// Perform the operation you have build so far.
    pub async fn doit(mut self) -> client::Result<hyper::Response<hyper::body::Body>> {
        use std::io::{Read, Seek};
        use hyper::header::{CONTENT_TYPE, CONTENT_LENGTH, AUTHORIZATION, USER_AGENT, LOCATION};
        use client::ToParts;
        let mut dd = client::DefaultDelegate;
        let mut dlg: &mut dyn client::Delegate = match self._delegate {
            Some(d) => d,
            None => &mut dd
        };
        dlg.begin(client::MethodInfo { id: "gamesManagement.scores.resetMultipleForAllPlayers",
                               http_method: hyper::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(client::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 = url::Url::parse_with_params(&url, params).unwrap();

        let mut json_mime_type: mime::Mime = "application/json".parse().unwrap();
        let mut request_value_reader =
            {
                let mut value = json::value::to_value(&self._request).expect("serde to work");
                client::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.token(&self._scopes.keys().collect::<Vec<_>>()[..]).await {
                Ok(token) => token.clone(),
                Err(err) => {
                    match  dlg.token(&err) {
                        Some(token) => token,
                        None => {
                            dlg.finished(false);
                            return Err(client::Error::MissingToken(err))
                        }
                    }
                }
            };
            request_value_reader.seek(io::SeekFrom::Start(0)).unwrap();
            let mut req_result = {
                let client = &self.hub.client;
                dlg.pre_request();
                let mut req_builder = hyper::Request::builder().method(hyper::Method::POST).uri(url.clone().into_string())
                        .header(USER_AGENT, self.hub._user_agent.clone())                            .header(AUTHORIZATION, format!("Bearer {}", token.as_str()));


                        let request = req_builder
                        .header(CONTENT_TYPE, format!("{}", json_mime_type.to_string()))
                        .header(CONTENT_LENGTH, request_size as u64)
                        .body(hyper::body::Body::from(request_value_reader.get_ref().clone()));

                client.request(request.unwrap()).await
                
            };

            match req_result {
                Err(err) => {
                    if let client::Retry::After(d) = dlg.http_error(&err) {
                        sleep(d);
                        continue;
                    }
                    dlg.finished(false);
                    return Err(client::Error::HttpError(err))
                }
                Ok(mut res) => {
                    if !res.status().is_success() {
                        let res_body_string = client::get_body_as_string(res.body_mut()).await;
                        let (parts, _) = res.into_parts();
                        let body = hyper::Body::from(res_body_string.clone());
                        let restored_response = hyper::Response::from_parts(parts, body);

                        let server_response = json::from_str::<serde_json::Value>(&res_body_string).ok();

                        if let client::Retry::After(d) = dlg.http_failure(&restored_response, server_response.clone()) {
                            sleep(d);
                            continue;
                        }

                        dlg.finished(false);

                        return match server_response {
                            Some(error_value) => Err(client::Error::BadRequest(error_value)),
                            None => Err(client::Error::Failure(restored_response)),
                        }
                    }
                    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> {
        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 client::Delegate) -> ScoreResetMultipleForAllPlayerCall<'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
    ///
    /// * *$.xgafv* (query-string) - V1 error format.
    /// * *access_token* (query-string) - OAuth access token.
    /// * *alt* (query-string) - Data format for response.
    /// * *callback* (query-string) - JSONP
    /// * *fields* (query-string) - Selector specifying which fields to include in a partial response.
    /// * *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.
    /// * *oauth_token* (query-string) - OAuth 2.0 token for the current user.
    /// * *prettyPrint* (query-boolean) - Returns response with indentations and line breaks.
    /// * *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.
    /// * *uploadType* (query-string) - Legacy upload protocol for media (e.g. "media", "multipart").
    /// * *upload_protocol* (query-string) - Upload protocol for media (e.g. "raw", "multipart").
    pub fn param<T>(mut self, name: T, value: T) -> ScoreResetMultipleForAllPlayerCall<'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>
                                                        where T: Into<Option<S>>,
                                                              S: AsRef<str> {
        match scope.into() {
          Some(scope) => self._scopes.insert(scope.as_ref().to_string(), ()),
          None => None,
        };
        self
    }
}


