BuildBuilder

Struct BuildBuilder 

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#[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) that is assigned to a Amazon GameLift Servers 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) that is assigned to a Amazon GameLift Servers 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) that is assigned to a Amazon GameLift Servers 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 that is associated with a build. Build names do not 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 that is associated with a build. Build names do not 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 that is associated with a build. Build names do not 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 that is associated with a build or script. Version strings do not need to be unique.

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

Version information that is associated with a build or script. Version strings do not need to be unique.

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

Version information that is associated with a build or script. Version strings do not 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.

Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to server SDK version 5.

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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.

Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to server SDK version 5.

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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.

Amazon Linux 2 (AL2) will reach end of support on 6/30/2025. See more details in the Amazon Linux 2 FAQs. For game servers that are hosted on AL2 and use server SDK version 4.x for Amazon GameLift Servers, first update the game server build to server SDK 5.x, and then deploy to AL2023 instances. See Migrate to server SDK version 5.

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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 Servers 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 Servers 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 Servers 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 duplicate 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 for BuildBuilder

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

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

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

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