#[non_exhaustive]
pub struct BuildBuilder { /* private fields */ }
Expand description

A builder for Build.

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impl BuildBuilder

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pub fn build_id(self, input: impl Into<String>) -> Self

A unique identifier for the build.

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pub fn set_build_id(self, input: Option<String>) -> Self

A unique identifier for the build.

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pub fn get_build_id(&self) -> &Option<String>

A unique identifier for the build.

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pub fn build_arn(self, input: impl Into<String>) -> Self

The Amazon Resource Name (ARN) assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift: ::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 . In a GameLift build ARN, the resource ID matches the BuildId value.

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pub fn set_build_arn(self, input: Option<String>) -> Self

The Amazon Resource Name (ARN) assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift: ::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 . In a GameLift build ARN, the resource ID matches the BuildId value.

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pub fn get_build_arn(&self) -> &Option<String>

The Amazon Resource Name (ARN) assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift: ::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 . In a GameLift build ARN, the resource ID matches the BuildId value.

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pub fn name(self, input: impl Into<String>) -> Self

A descriptive label associated with a build. Build names don't need to be unique. It can be set using CreateBuild or UpdateBuild.

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pub fn set_name(self, input: Option<String>) -> Self

A descriptive label associated with a build. Build names don't need to be unique. It can be set using CreateBuild or UpdateBuild.

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pub fn get_name(&self) -> &Option<String>

A descriptive label associated with a build. Build names don't need to be unique. It can be set using CreateBuild or UpdateBuild.

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pub fn version(self, input: impl Into<String>) -> Self

Version information associated with a build or script. Version strings don't need to be unique.

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pub fn set_version(self, input: Option<String>) -> Self

Version information associated with a build or script. Version strings don't need to be unique.

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pub fn get_version(&self) -> &Option<String>

Version information associated with a build or script. Version strings don't need to be unique.

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pub fn status(self, input: BuildStatus) -> Self

Current status of the build.

Possible build statuses include the following:

  • INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.

  • READY -- The game build has been successfully uploaded. You can now create new fleets for this build.

  • FAILED -- The game build upload failed. You cannot create new fleets for this build.

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pub fn set_status(self, input: Option<BuildStatus>) -> Self

Current status of the build.

Possible build statuses include the following:

  • INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.

  • READY -- The game build has been successfully uploaded. You can now create new fleets for this build.

  • FAILED -- The game build upload failed. You cannot create new fleets for this build.

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pub fn get_status(&self) -> &Option<BuildStatus>

Current status of the build.

Possible build statuses include the following:

  • INITIALIZED -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.

  • READY -- The game build has been successfully uploaded. You can now create new fleets for this build.

  • FAILED -- The game build upload failed. You cannot create new fleets for this build.

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pub fn size_on_disk(self, input: i64) -> Self

File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED or when using a custom Amazon S3 storage location, this value is 0.

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pub fn set_size_on_disk(self, input: Option<i64>) -> Self

File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED or when using a custom Amazon S3 storage location, this value is 0.

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pub fn get_size_on_disk(&self) -> &Option<i64>

File size of the uploaded game build, expressed in bytes. When the build status is INITIALIZED or when using a custom Amazon S3 storage location, this value is 0.

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pub fn operating_system(self, input: OperatingSystem) -> Self

Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.

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pub fn set_operating_system(self, input: Option<OperatingSystem>) -> Self

Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.

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pub fn get_operating_system(&self) -> &Option<OperatingSystem>

Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.

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pub fn creation_time(self, input: DateTime) -> Self

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

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pub fn set_creation_time(self, input: Option<DateTime>) -> Self

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

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pub fn get_creation_time(&self) -> &Option<DateTime>

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").

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pub fn server_sdk_version(self, input: impl Into<String>) -> Self

The Amazon GameLift Server SDK version used to develop your game server.

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pub fn set_server_sdk_version(self, input: Option<String>) -> Self

The Amazon GameLift Server SDK version used to develop your game server.

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pub fn get_server_sdk_version(&self) -> &Option<String>

The Amazon GameLift Server SDK version used to develop your game server.

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pub fn build(self) -> Build

Consumes the builder and constructs a Build.

Trait Implementations§

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impl Clone for BuildBuilder

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fn clone(&self) -> BuildBuilder

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for BuildBuilder

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for BuildBuilder

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fn default() -> BuildBuilder

Returns the “default value” for a type. Read more
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impl PartialEq<BuildBuilder> for BuildBuilder

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fn eq(&self, other: &BuildBuilder) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for BuildBuilder

Auto Trait Implementations§

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impl<T> Any for Twhere T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for Twhere T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for Twhere T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for Twhere U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> Same<T> for T

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type Output = T

Should always be Self
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impl<T> ToOwned for Twhere T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for Twhere U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for Twhere U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more