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// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
pub use crate::operation::create_build::_create_build_output::CreateBuildOutputBuilder;

pub use crate::operation::create_build::_create_build_input::CreateBuildInputBuilder;

impl CreateBuildInputBuilder {
    /// Sends a request with this input using the given client.
    pub async fn send_with(
        self,
        client: &crate::Client,
    ) -> ::std::result::Result<
        crate::operation::create_build::CreateBuildOutput,
        ::aws_smithy_runtime_api::client::result::SdkError<
            crate::operation::create_build::CreateBuildError,
            ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
        >,
    > {
        let mut fluent_builder = client.create_build();
        fluent_builder.inner = self;
        fluent_builder.send().await
    }
}
/// Fluent builder constructing a request to `CreateBuild`.
///
/// <p>Creates a new Amazon GameLift build resource for your game server binary files. Combine game server binaries into a zip file for use with Amazon GameLift. </p> <important>
/// <p>When setting up a new game build for Amazon GameLift, we recommend using the CLI command <b> <a href="https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html">upload-build</a> </b>. This helper command combines two tasks: (1) it uploads your build files from a file directory to an Amazon GameLift Amazon S3 location, and (2) it creates a new build resource.</p>
/// </important>
/// <p>You can use the <code>CreateBuild</code> operation in the following scenarios:</p>
/// <ul>
/// <li> <p>Create a new game build with build files that are in an Amazon S3 location under an Amazon Web Services account that you control. To use this option, you give Amazon GameLift access to the Amazon S3 bucket. With permissions in place, specify a build name, operating system, and the Amazon S3 storage location of your game build.</p> </li>
/// <li> <p>Upload your build files to a Amazon GameLift Amazon S3 location. To use this option, specify a build name and operating system. This operation creates a new build resource and also returns an Amazon S3 location with temporary access credentials. Use the credentials to manually upload your build files to the specified Amazon S3 location. For more information, see <a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html">Uploading Objects</a> in the <i>Amazon S3 Developer Guide</i>. After you upload build files to the Amazon GameLift Amazon S3 location, you can't update them. </p> </li>
/// </ul>
/// <p>If successful, this operation creates a new build resource with a unique build ID and places it in <code>INITIALIZED</code> status. A build must be in <code>READY</code> status before you can create fleets with it.</p>
/// <p> <b>Learn more</b> </p>
/// <p> <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html">Uploading Your Game</a> </p>
/// <p> <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build"> Create a Build with Files in Amazon S3</a> </p>
/// <p> <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a> </p>
#[derive(::std::clone::Clone, ::std::fmt::Debug)]
pub struct CreateBuildFluentBuilder {
    handle: ::std::sync::Arc<crate::client::Handle>,
    inner: crate::operation::create_build::builders::CreateBuildInputBuilder,
    config_override: ::std::option::Option<crate::config::Builder>,
}
impl
    crate::client::customize::internal::CustomizableSend<
        crate::operation::create_build::CreateBuildOutput,
        crate::operation::create_build::CreateBuildError,
    > for CreateBuildFluentBuilder
{
    fn send(
        self,
        config_override: crate::config::Builder,
    ) -> crate::client::customize::internal::BoxFuture<
        crate::client::customize::internal::SendResult<
            crate::operation::create_build::CreateBuildOutput,
            crate::operation::create_build::CreateBuildError,
        >,
    > {
        ::std::boxed::Box::pin(async move { self.config_override(config_override).send().await })
    }
}
impl CreateBuildFluentBuilder {
    /// Creates a new `CreateBuild`.
    pub(crate) fn new(handle: ::std::sync::Arc<crate::client::Handle>) -> Self {
        Self {
            handle,
            inner: ::std::default::Default::default(),
            config_override: ::std::option::Option::None,
        }
    }
    /// Access the CreateBuild as a reference.
    pub fn as_input(&self) -> &crate::operation::create_build::builders::CreateBuildInputBuilder {
        &self.inner
    }
    /// Sends the request and returns the response.
    ///
    /// If an error occurs, an `SdkError` will be returned with additional details that
    /// can be matched against.
    ///
    /// By default, any retryable failures will be retried twice. Retry behavior
    /// is configurable with the [RetryConfig](aws_smithy_types::retry::RetryConfig), which can be
    /// set when configuring the client.
    pub async fn send(
        self,
    ) -> ::std::result::Result<
        crate::operation::create_build::CreateBuildOutput,
        ::aws_smithy_runtime_api::client::result::SdkError<
            crate::operation::create_build::CreateBuildError,
            ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
        >,
    > {
        let input = self
            .inner
            .build()
            .map_err(::aws_smithy_runtime_api::client::result::SdkError::construction_failure)?;
        let runtime_plugins = crate::operation::create_build::CreateBuild::operation_runtime_plugins(
            self.handle.runtime_plugins.clone(),
            &self.handle.conf,
            self.config_override,
        );
        crate::operation::create_build::CreateBuild::orchestrate(&runtime_plugins, input).await
    }

    /// Consumes this builder, creating a customizable operation that can be modified before being sent.
    pub fn customize(
        self,
    ) -> crate::client::customize::CustomizableOperation<
        crate::operation::create_build::CreateBuildOutput,
        crate::operation::create_build::CreateBuildError,
        Self,
    > {
        crate::client::customize::CustomizableOperation::new(self)
    }
    pub(crate) fn config_override(mut self, config_override: impl Into<crate::config::Builder>) -> Self {
        self.set_config_override(Some(config_override.into()));
        self
    }

    pub(crate) fn set_config_override(&mut self, config_override: Option<crate::config::Builder>) -> &mut Self {
        self.config_override = config_override;
        self
    }
    /// <p>A descriptive label associated with a build. Build names don't need to be unique. You can change this value later. </p>
    pub fn name(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.inner = self.inner.name(input.into());
        self
    }
    /// <p>A descriptive label associated with a build. Build names don't need to be unique. You can change this value later. </p>
    pub fn set_name(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.inner = self.inner.set_name(input);
        self
    }
    /// <p>A descriptive label associated with a build. Build names don't need to be unique. You can change this value later. </p>
    pub fn get_name(&self) -> &::std::option::Option<::std::string::String> {
        self.inner.get_name()
    }
    /// <p>Version information associated with a build or script. Version strings don't need to be unique. You can change this value later. </p>
    pub fn version(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.inner = self.inner.version(input.into());
        self
    }
    /// <p>Version information associated with a build or script. Version strings don't need to be unique. You can change this value later. </p>
    pub fn set_version(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.inner = self.inner.set_version(input);
        self
    }
    /// <p>Version information associated with a build or script. Version strings don't need to be unique. You can change this value later. </p>
    pub fn get_version(&self) -> &::std::option::Option<::std::string::String> {
        self.inner.get_version()
    }
    /// <p>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.</p>
    /// <p>If a <code>StorageLocation</code> is specified, the size of your file can be found in your Amazon S3 bucket. Amazon GameLift will report a <code>SizeOnDisk</code> of 0. </p>
    pub fn storage_location(mut self, input: crate::types::S3Location) -> Self {
        self.inner = self.inner.storage_location(input);
        self
    }
    /// <p>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.</p>
    /// <p>If a <code>StorageLocation</code> is specified, the size of your file can be found in your Amazon S3 bucket. Amazon GameLift will report a <code>SizeOnDisk</code> of 0. </p>
    pub fn set_storage_location(mut self, input: ::std::option::Option<crate::types::S3Location>) -> Self {
        self.inner = self.inner.set_storage_location(input);
        self
    }
    /// <p>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.</p>
    /// <p>If a <code>StorageLocation</code> is specified, the size of your file can be found in your Amazon S3 bucket. Amazon GameLift will report a <code>SizeOnDisk</code> of 0. </p>
    pub fn get_storage_location(&self) -> &::std::option::Option<crate::types::S3Location> {
        self.inner.get_storage_location()
    }
    /// <p>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.</p> <note>
    /// <p>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.</p>
    /// </note>
    pub fn operating_system(mut self, input: crate::types::OperatingSystem) -> Self {
        self.inner = self.inner.operating_system(input);
        self
    }
    /// <p>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.</p> <note>
    /// <p>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.</p>
    /// </note>
    pub fn set_operating_system(mut self, input: ::std::option::Option<crate::types::OperatingSystem>) -> Self {
        self.inner = self.inner.set_operating_system(input);
        self
    }
    /// <p>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.</p> <note>
    /// <p>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.</p>
    /// </note>
    pub fn get_operating_system(&self) -> &::std::option::Option<crate::types::OperatingSystem> {
        self.inner.get_operating_system()
    }
    /// Appends an item to `Tags`.
    ///
    /// To override the contents of this collection use [`set_tags`](Self::set_tags).
    ///
    /// <p>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 <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>. Once the resource is created, you can use <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_TagResource.html">TagResource</a>, <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UntagResource.html">UntagResource</a>, and <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListTagsForResource.html">ListTagsForResource</a> 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.</p>
    pub fn tags(mut self, input: crate::types::Tag) -> Self {
        self.inner = self.inner.tags(input);
        self
    }
    /// <p>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 <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>. Once the resource is created, you can use <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_TagResource.html">TagResource</a>, <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UntagResource.html">UntagResource</a>, and <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListTagsForResource.html">ListTagsForResource</a> 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.</p>
    pub fn set_tags(mut self, input: ::std::option::Option<::std::vec::Vec<crate::types::Tag>>) -> Self {
        self.inner = self.inner.set_tags(input);
        self
    }
    /// <p>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 <a href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging Amazon Web Services Resources</a> in the <i>Amazon Web Services General Reference</i>. Once the resource is created, you can use <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_TagResource.html">TagResource</a>, <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UntagResource.html">UntagResource</a>, and <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListTagsForResource.html">ListTagsForResource</a> 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.</p>
    pub fn get_tags(&self) -> &::std::option::Option<::std::vec::Vec<crate::types::Tag>> {
        self.inner.get_tags()
    }
    /// <p>A server SDK version you used when integrating your game server build with Amazon GameLift. For more information see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-custom-intro.html">Integrate games with custom game servers</a>. By default Amazon GameLift sets this value to <code>4.0.2</code>.</p>
    pub fn server_sdk_version(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
        self.inner = self.inner.server_sdk_version(input.into());
        self
    }
    /// <p>A server SDK version you used when integrating your game server build with Amazon GameLift. For more information see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-custom-intro.html">Integrate games with custom game servers</a>. By default Amazon GameLift sets this value to <code>4.0.2</code>.</p>
    pub fn set_server_sdk_version(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
        self.inner = self.inner.set_server_sdk_version(input);
        self
    }
    /// <p>A server SDK version you used when integrating your game server build with Amazon GameLift. For more information see <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-custom-intro.html">Integrate games with custom game servers</a>. By default Amazon GameLift sets this value to <code>4.0.2</code>.</p>
    pub fn get_server_sdk_version(&self) -> &::std::option::Option<::std::string::String> {
        self.inner.get_server_sdk_version()
    }
}