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

A builder for CreateBuildInput.

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impl CreateBuildInputBuilder

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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. You can change this value later.

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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. You can change this value later.

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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. You can change this value later.

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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. You can change this value later.

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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. You can change this value later.

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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. You can change this value later.

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pub fn storage_location(self, input: S3Location) -> Self

Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region.

If a StorageLocation is specified, the size of your file can be found in your Amazon S3 bucket. Amazon GameLift will report a SizeOnDisk of 0.

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pub fn set_storage_location(self, input: Option<S3Location>) -> Self

Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region.

If a StorageLocation is specified, the size of your file can be found in your Amazon S3 bucket. Amazon GameLift will report a SizeOnDisk of 0.

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pub fn get_storage_location(&self) -> &Option<S3Location>

Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region.

If a StorageLocation is specified, the size of your file can be found in your Amazon S3 bucket. Amazon GameLift will report a SizeOnDisk of 0.

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

The operating system that your game server binaries run on. This value determines the type of fleet resources that you use for this build. If your game build contains multiple executables, they all must run on the same operating system. You must specify a valid operating system in this request. There is no default value. You can't change a build's operating system later.

If you have active fleets using the Windows Server 2012 operating system, you can continue to create new builds using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows Server 2016 when creating new Windows-based builds.

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

The operating system that your game server binaries run on. This value determines the type of fleet resources that you use for this build. If your game build contains multiple executables, they all must run on the same operating system. You must specify a valid operating system in this request. There is no default value. You can't change a build's operating system later.

If you have active fleets using the Windows Server 2012 operating system, you can continue to create new builds using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows Server 2016 when creating new Windows-based builds.

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

The operating system that your game server binaries run on. This value determines the type of fleet resources that you use for this build. If your game build contains multiple executables, they all must run on the same operating system. You must specify a valid operating system in this request. There is no default value. You can't change a build's operating system later.

If you have active fleets using the Windows Server 2012 operating system, you can continue to create new builds using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows Server 2016 when creating new Windows-based builds.

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pub fn tags(self, input: Tag) -> Self

Appends an item to tags.

To override the contents of this collection use set_tags.

A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.

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pub fn set_tags(self, input: Option<Vec<Tag>>) -> Self

A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.

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pub fn get_tags(&self) -> &Option<Vec<Tag>>

A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation. For more information, see Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for actual tagging limits.

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

A server SDK version you used when integrating your game server build with Amazon GameLift. For more information see Integrate games with custom game servers. By default Amazon GameLift sets this value to 4.0.2.

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

A server SDK version you used when integrating your game server build with Amazon GameLift. For more information see Integrate games with custom game servers. By default Amazon GameLift sets this value to 4.0.2.

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

A server SDK version you used when integrating your game server build with Amazon GameLift. For more information see Integrate games with custom game servers. By default Amazon GameLift sets this value to 4.0.2.

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pub fn build(self) -> Result<CreateBuildInput, BuildError>

Consumes the builder and constructs a CreateBuildInput.

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impl CreateBuildInputBuilder

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pub async fn send_with( self, client: &Client ) -> Result<CreateBuildOutput, SdkError<CreateBuildError, HttpResponse>>

Sends a request with this input using the given client.

Trait Implementations§

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impl Clone for CreateBuildInputBuilder

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fn clone(&self) -> CreateBuildInputBuilder

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 CreateBuildInputBuilder

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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 CreateBuildInputBuilder

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fn default() -> CreateBuildInputBuilder

Returns the “default value” for a type. Read more
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impl PartialEq for CreateBuildInputBuilder

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fn eq(&self, other: &CreateBuildInputBuilder) -> 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 CreateBuildInputBuilder

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Immutably borrows from an owned value. Read more
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fn borrow_mut(&mut self) -> &mut T

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type Error = Infallible

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Performs the conversion.
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type Error = <U as TryFrom<T>>::Error

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