#[non_exhaustive]pub struct Build {
pub build_id: Option<String>,
pub build_arn: Option<String>,
pub name: Option<String>,
pub version: Option<String>,
pub status: Option<BuildStatus>,
pub size_on_disk: Option<i64>,
pub operating_system: Option<OperatingSystem>,
pub creation_time: Option<DateTime>,
pub server_sdk_version: Option<String>,
}
Expand description
Properties describing a custom game build.
Fields (Non-exhaustive)§
This struct is marked as non-exhaustive
Struct { .. }
syntax; cannot be matched against without a wildcard ..
; and struct update syntax will not work.build_id: Option<String>
A unique identifier for the build.
build_arn: 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:
. In a GameLift build ARN, the resource ID matches the BuildId value.
name: 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.
version: Option<String>
Version information that is associated with a build or script. Version strings do not need to be unique.
status: 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.
size_on_disk: 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.
operating_system: 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.
creation_time: 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"
).
server_sdk_version: Option<String>
The Amazon GameLift Servers Server SDK version used to develop your game server.
Implementations§
Source§impl Build
impl Build
Sourcepub fn build_arn(&self) -> Option<&str>
pub fn build_arn(&self) -> Option<&str>
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:
. In a GameLift build ARN, the resource ID matches the BuildId value.
Sourcepub fn name(&self) -> Option<&str>
pub fn name(&self) -> Option<&str>
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.
Sourcepub fn version(&self) -> Option<&str>
pub fn version(&self) -> Option<&str>
Version information that is associated with a build or script. Version strings do not need to be unique.
Sourcepub fn status(&self) -> Option<&BuildStatus>
pub fn 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.
Sourcepub fn size_on_disk(&self) -> Option<i64>
pub fn 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.
Sourcepub fn operating_system(&self) -> Option<&OperatingSystem>
pub fn 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.
Sourcepub fn creation_time(&self) -> Option<&DateTime>
pub fn 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"
).
Sourcepub fn server_sdk_version(&self) -> Option<&str>
pub fn server_sdk_version(&self) -> Option<&str>
The Amazon GameLift Servers Server SDK version used to develop your game server.
Trait Implementations§
impl StructuralPartialEq for Build
Auto Trait Implementations§
impl Freeze for Build
impl RefUnwindSafe for Build
impl Send for Build
impl Sync for Build
impl Unpin for Build
impl UnwindSafe for Build
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moreSource§impl<T> Paint for Twhere
T: ?Sized,
impl<T> Paint for Twhere
T: ?Sized,
Source§fn fg(&self, value: Color) -> Painted<&T>
fn fg(&self, value: Color) -> Painted<&T>
Returns a styled value derived from self
with the foreground set to
value
.
This method should be used rarely. Instead, prefer to use color-specific
builder methods like red()
and
green()
, which have the same functionality but are
pithier.
§Example
Set foreground color to white using fg()
:
use yansi::{Paint, Color};
painted.fg(Color::White);
Set foreground color to white using white()
.
use yansi::Paint;
painted.white();
Source§fn bright_black(&self) -> Painted<&T>
fn bright_black(&self) -> Painted<&T>
Source§fn bright_red(&self) -> Painted<&T>
fn bright_red(&self) -> Painted<&T>
Source§fn bright_green(&self) -> Painted<&T>
fn bright_green(&self) -> Painted<&T>
Source§fn bright_yellow(&self) -> Painted<&T>
fn bright_yellow(&self) -> Painted<&T>
Source§fn bright_blue(&self) -> Painted<&T>
fn bright_blue(&self) -> Painted<&T>
Source§fn bright_magenta(&self) -> Painted<&T>
fn bright_magenta(&self) -> Painted<&T>
Source§fn bright_cyan(&self) -> Painted<&T>
fn bright_cyan(&self) -> Painted<&T>
Source§fn bright_white(&self) -> Painted<&T>
fn bright_white(&self) -> Painted<&T>
Source§fn bg(&self, value: Color) -> Painted<&T>
fn bg(&self, value: Color) -> Painted<&T>
Returns a styled value derived from self
with the background set to
value
.
This method should be used rarely. Instead, prefer to use color-specific
builder methods like on_red()
and
on_green()
, which have the same functionality but
are pithier.
§Example
Set background color to red using fg()
:
use yansi::{Paint, Color};
painted.bg(Color::Red);
Set background color to red using on_red()
.
use yansi::Paint;
painted.on_red();
Source§fn on_primary(&self) -> Painted<&T>
fn on_primary(&self) -> Painted<&T>
Source§fn on_magenta(&self) -> Painted<&T>
fn on_magenta(&self) -> Painted<&T>
Source§fn on_bright_black(&self) -> Painted<&T>
fn on_bright_black(&self) -> Painted<&T>
Source§fn on_bright_red(&self) -> Painted<&T>
fn on_bright_red(&self) -> Painted<&T>
Source§fn on_bright_green(&self) -> Painted<&T>
fn on_bright_green(&self) -> Painted<&T>
Source§fn on_bright_yellow(&self) -> Painted<&T>
fn on_bright_yellow(&self) -> Painted<&T>
Source§fn on_bright_blue(&self) -> Painted<&T>
fn on_bright_blue(&self) -> Painted<&T>
Source§fn on_bright_magenta(&self) -> Painted<&T>
fn on_bright_magenta(&self) -> Painted<&T>
Source§fn on_bright_cyan(&self) -> Painted<&T>
fn on_bright_cyan(&self) -> Painted<&T>
Source§fn on_bright_white(&self) -> Painted<&T>
fn on_bright_white(&self) -> Painted<&T>
Source§fn attr(&self, value: Attribute) -> Painted<&T>
fn attr(&self, value: Attribute) -> Painted<&T>
Enables the styling Attribute
value
.
This method should be used rarely. Instead, prefer to use
attribute-specific builder methods like bold()
and
underline()
, which have the same functionality
but are pithier.
§Example
Make text bold using attr()
:
use yansi::{Paint, Attribute};
painted.attr(Attribute::Bold);
Make text bold using using bold()
.
use yansi::Paint;
painted.bold();
Source§fn rapid_blink(&self) -> Painted<&T>
fn rapid_blink(&self) -> Painted<&T>
Source§fn quirk(&self, value: Quirk) -> Painted<&T>
fn quirk(&self, value: Quirk) -> Painted<&T>
Enables the yansi
Quirk
value
.
This method should be used rarely. Instead, prefer to use quirk-specific
builder methods like mask()
and
wrap()
, which have the same functionality but are
pithier.
§Example
Enable wrapping using .quirk()
:
use yansi::{Paint, Quirk};
painted.quirk(Quirk::Wrap);
Enable wrapping using wrap()
.
use yansi::Paint;
painted.wrap();
Source§fn clear(&self) -> Painted<&T>
👎Deprecated since 1.0.1: renamed to resetting()
due to conflicts with Vec::clear()
.
The clear()
method will be removed in a future release.
fn clear(&self) -> Painted<&T>
resetting()
due to conflicts with Vec::clear()
.
The clear()
method will be removed in a future release.Source§fn whenever(&self, value: Condition) -> Painted<&T>
fn whenever(&self, value: Condition) -> Painted<&T>
Conditionally enable styling based on whether the Condition
value
applies. Replaces any previous condition.
See the crate level docs for more details.
§Example
Enable styling painted
only when both stdout
and stderr
are TTYs:
use yansi::{Paint, Condition};
painted.red().on_yellow().whenever(Condition::STDOUTERR_ARE_TTY);