aws_sdk_gamelift/operation/create_script/builders.rs
1// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
2pub use crate::operation::create_script::_create_script_output::CreateScriptOutputBuilder;
3
4pub use crate::operation::create_script::_create_script_input::CreateScriptInputBuilder;
5
6impl crate::operation::create_script::builders::CreateScriptInputBuilder {
7 /// Sends a request with this input using the given client.
8 pub async fn send_with(
9 self,
10 client: &crate::Client,
11 ) -> ::std::result::Result<
12 crate::operation::create_script::CreateScriptOutput,
13 ::aws_smithy_runtime_api::client::result::SdkError<
14 crate::operation::create_script::CreateScriptError,
15 ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
16 >,
17 > {
18 let mut fluent_builder = client.create_script();
19 fluent_builder.inner = self;
20 fluent_builder.send().await
21 }
22}
23/// Fluent builder constructing a request to `CreateScript`.
24///
25/// <p><b>This API works with the following fleet types:</b> EC2, Anywhere</p>
26/// <p>Creates a new script record for your Amazon GameLift Servers Realtime script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Amazon GameLift Servers Realtime fleet to host your game sessions. Script logic is executed during an active game session.</p>
27/// <p>To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:</p>
28/// <ul>
29/// <li>
30/// <p>A locally available directory. Use the <i>ZipFile</i> parameter for this option.</p></li>
31/// <li>
32/// <p>An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon Web Services account. Use the <i>StorageLocation</i> parameter for this option. You'll need to have an Identity Access Management (IAM) role that allows the Amazon GameLift Servers service to access your S3 bucket.</p></li>
33/// </ul>
34/// <p>If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift Servers-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift Servers accesses the file at this storage location as needed for deployment.</p>
35/// <p><b>Learn more</b></p>
36/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Servers Amazon GameLift Servers Realtime</a></p>
37/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html">Set Up a Role for Amazon GameLift Servers Access</a></p>
38/// <p><b>Related actions</b></p>
39/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a></p>
40#[derive(::std::clone::Clone, ::std::fmt::Debug)]
41pub struct CreateScriptFluentBuilder {
42 handle: ::std::sync::Arc<crate::client::Handle>,
43 inner: crate::operation::create_script::builders::CreateScriptInputBuilder,
44 config_override: ::std::option::Option<crate::config::Builder>,
45}
46impl
47 crate::client::customize::internal::CustomizableSend<
48 crate::operation::create_script::CreateScriptOutput,
49 crate::operation::create_script::CreateScriptError,
50 > for CreateScriptFluentBuilder
51{
52 fn send(
53 self,
54 config_override: crate::config::Builder,
55 ) -> crate::client::customize::internal::BoxFuture<
56 crate::client::customize::internal::SendResult<
57 crate::operation::create_script::CreateScriptOutput,
58 crate::operation::create_script::CreateScriptError,
59 >,
60 > {
61 ::std::boxed::Box::pin(async move { self.config_override(config_override).send().await })
62 }
63}
64impl CreateScriptFluentBuilder {
65 /// Creates a new `CreateScriptFluentBuilder`.
66 pub(crate) fn new(handle: ::std::sync::Arc<crate::client::Handle>) -> Self {
67 Self {
68 handle,
69 inner: ::std::default::Default::default(),
70 config_override: ::std::option::Option::None,
71 }
72 }
73 /// Access the CreateScript as a reference.
74 pub fn as_input(&self) -> &crate::operation::create_script::builders::CreateScriptInputBuilder {
75 &self.inner
76 }
77 /// Sends the request and returns the response.
78 ///
79 /// If an error occurs, an `SdkError` will be returned with additional details that
80 /// can be matched against.
81 ///
82 /// By default, any retryable failures will be retried twice. Retry behavior
83 /// is configurable with the [RetryConfig](aws_smithy_types::retry::RetryConfig), which can be
84 /// set when configuring the client.
85 pub async fn send(
86 self,
87 ) -> ::std::result::Result<
88 crate::operation::create_script::CreateScriptOutput,
89 ::aws_smithy_runtime_api::client::result::SdkError<
90 crate::operation::create_script::CreateScriptError,
91 ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
92 >,
93 > {
94 let input = self
95 .inner
96 .build()
97 .map_err(::aws_smithy_runtime_api::client::result::SdkError::construction_failure)?;
98 let runtime_plugins = crate::operation::create_script::CreateScript::operation_runtime_plugins(
99 self.handle.runtime_plugins.clone(),
100 &self.handle.conf,
101 self.config_override,
102 );
103 crate::operation::create_script::CreateScript::orchestrate(&runtime_plugins, input).await
104 }
105
106 /// Consumes this builder, creating a customizable operation that can be modified before being sent.
107 pub fn customize(
108 self,
109 ) -> crate::client::customize::CustomizableOperation<
110 crate::operation::create_script::CreateScriptOutput,
111 crate::operation::create_script::CreateScriptError,
112 Self,
113 > {
114 crate::client::customize::CustomizableOperation::new(self)
115 }
116 pub(crate) fn config_override(mut self, config_override: impl ::std::convert::Into<crate::config::Builder>) -> Self {
117 self.set_config_override(::std::option::Option::Some(config_override.into()));
118 self
119 }
120
121 pub(crate) fn set_config_override(&mut self, config_override: ::std::option::Option<crate::config::Builder>) -> &mut Self {
122 self.config_override = config_override;
123 self
124 }
125 /// <p>A descriptive label that is associated with a script. Script names do not need to be unique. You can use <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateScript.html">UpdateScript</a> to change this value later.</p>
126 pub fn name(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
127 self.inner = self.inner.name(input.into());
128 self
129 }
130 /// <p>A descriptive label that is associated with a script. Script names do not need to be unique. You can use <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateScript.html">UpdateScript</a> to change this value later.</p>
131 pub fn set_name(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
132 self.inner = self.inner.set_name(input);
133 self
134 }
135 /// <p>A descriptive label that is associated with a script. Script names do not need to be unique. You can use <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateScript.html">UpdateScript</a> to change this value later.</p>
136 pub fn get_name(&self) -> &::std::option::Option<::std::string::String> {
137 self.inner.get_name()
138 }
139 /// <p>Version information that is associated with a build or script. Version strings do not need to be unique. You can use <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateScript.html">UpdateScript</a> to change this value later.</p>
140 pub fn version(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
141 self.inner = self.inner.version(input.into());
142 self
143 }
144 /// <p>Version information that is associated with a build or script. Version strings do not need to be unique. You can use <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateScript.html">UpdateScript</a> to change this value later.</p>
145 pub fn set_version(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
146 self.inner = self.inner.set_version(input);
147 self
148 }
149 /// <p>Version information that is associated with a build or script. Version strings do not need to be unique. You can use <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateScript.html">UpdateScript</a> to change this value later.</p>
150 pub fn get_version(&self) -> &::std::option::Option<::std::string::String> {
151 self.inner.get_version()
152 }
153 /// <p>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 Servers 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 Servers uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the <code>ObjectVersion</code> parameter to specify an earlier version.</p>
154 pub fn storage_location(mut self, input: crate::types::S3Location) -> Self {
155 self.inner = self.inner.storage_location(input);
156 self
157 }
158 /// <p>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 Servers 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 Servers uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the <code>ObjectVersion</code> parameter to specify an earlier version.</p>
159 pub fn set_storage_location(mut self, input: ::std::option::Option<crate::types::S3Location>) -> Self {
160 self.inner = self.inner.set_storage_location(input);
161 self
162 }
163 /// <p>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 Servers 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 Servers uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the <code>ObjectVersion</code> parameter to specify an earlier version.</p>
164 pub fn get_storage_location(&self) -> &::std::option::Option<crate::types::S3Location> {
165 self.inner.get_storage_location()
166 }
167 /// <p>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.</p>
168 /// <p>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: <code>--zip-file fileb://myRealtimeScript.zip</code>.</p>
169 pub fn zip_file(mut self, input: ::aws_smithy_types::Blob) -> Self {
170 self.inner = self.inner.zip_file(input);
171 self
172 }
173 /// <p>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.</p>
174 /// <p>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: <code>--zip-file fileb://myRealtimeScript.zip</code>.</p>
175 pub fn set_zip_file(mut self, input: ::std::option::Option<::aws_smithy_types::Blob>) -> Self {
176 self.inner = self.inner.set_zip_file(input);
177 self
178 }
179 /// <p>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.</p>
180 /// <p>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: <code>--zip-file fileb://myRealtimeScript.zip</code>.</p>
181 pub fn get_zip_file(&self) -> &::std::option::Option<::aws_smithy_types::Blob> {
182 self.inner.get_zip_file()
183 }
184 ///
185 /// Appends an item to `Tags`.
186 ///
187 /// To override the contents of this collection use [`set_tags`](Self::set_tags).
188 ///
189 /// <p>A list of labels to assign to the new script 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>
190 pub fn tags(mut self, input: crate::types::Tag) -> Self {
191 self.inner = self.inner.tags(input);
192 self
193 }
194 /// <p>A list of labels to assign to the new script 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>
195 pub fn set_tags(mut self, input: ::std::option::Option<::std::vec::Vec<crate::types::Tag>>) -> Self {
196 self.inner = self.inner.set_tags(input);
197 self
198 }
199 /// <p>A list of labels to assign to the new script 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>
200 pub fn get_tags(&self) -> &::std::option::Option<::std::vec::Vec<crate::types::Tag>> {
201 self.inner.get_tags()
202 }
203}