#[non_exhaustive]
pub struct UpdateScriptInput { pub script_id: Option<String>, pub name: Option<String>, pub version: Option<String>, pub storage_location: Option<S3Location>, pub zip_file: Option<Blob>, }

Fields (Non-exhaustive)§

This struct is marked as non-exhaustive
Non-exhaustive structs could have additional fields added in future. Therefore, non-exhaustive structs cannot be constructed in external crates using the traditional Struct { .. } syntax; cannot be matched against without a wildcard ..; and struct update syntax will not work.
§script_id: Option<String>

A unique identifier for the Realtime script to update. You can use either the script ID or ARN value.

§name: Option<String>

A descriptive label that is associated with a script. Script names don't need to be unique.

§version: Option<String>

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

§storage_location: Option<S3Location>

The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.

§zip_file: Option<Blob>

A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.

When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string "fileb://" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.

Implementations§

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impl UpdateScriptInput

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pub fn script_id(&self) -> Option<&str>

A unique identifier for the Realtime script to update. You can use either the script ID or ARN value.

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pub fn name(&self) -> Option<&str>

A descriptive label that is associated with a script. Script names don't need to be unique.

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pub fn version(&self) -> Option<&str>

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

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

The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the "key"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.

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pub fn zip_file(&self) -> Option<&Blob>

A data object containing your Realtime scripts and dependencies as a zip file. The zip file can have one or multiple files. Maximum size of a zip file is 5 MB.

When using the Amazon Web Services CLI tool to create a script, this parameter is set to the zip file name. It must be prepended with the string "fileb://" to indicate that the file data is a binary object. For example: --zip-file fileb://myRealtimeScript.zip.

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impl UpdateScriptInput

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pub fn builder() -> UpdateScriptInputBuilder

Creates a new builder-style object to manufacture UpdateScriptInput.

Trait Implementations§

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impl Clone for UpdateScriptInput

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fn clone(&self) -> UpdateScriptInput

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 UpdateScriptInput

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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 PartialEq for UpdateScriptInput

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

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Gets the TypeId of self. Read more
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Immutably borrows from an owned value. Read more
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Mutably borrows from an owned value. Read more
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type Error = <U as TryFrom<T>>::Error

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