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>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>
26/// <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>
27/// <ul>
28/// <li>
29/// <p>A locally available directory. Use the <i>ZipFile</i> parameter for this option.</p></li>
30/// <li>
31/// <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>
32/// </ul>
33/// <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>
34/// <p><b>Learn more</b></p>
35/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Servers Amazon GameLift Servers Realtime</a></p>
36/// <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>
37/// <p><b>Related actions</b></p>
38/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All APIs by task</a></p>
39#[derive(::std::clone::Clone, ::std::fmt::Debug)]
40pub struct CreateScriptFluentBuilder {
41 handle: ::std::sync::Arc<crate::client::Handle>,
42 inner: crate::operation::create_script::builders::CreateScriptInputBuilder,
43 config_override: ::std::option::Option<crate::config::Builder>,
44}
45impl
46 crate::client::customize::internal::CustomizableSend<
47 crate::operation::create_script::CreateScriptOutput,
48 crate::operation::create_script::CreateScriptError,
49 > for CreateScriptFluentBuilder
50{
51 fn send(
52 self,
53 config_override: crate::config::Builder,
54 ) -> crate::client::customize::internal::BoxFuture<
55 crate::client::customize::internal::SendResult<
56 crate::operation::create_script::CreateScriptOutput,
57 crate::operation::create_script::CreateScriptError,
58 >,
59 > {
60 ::std::boxed::Box::pin(async move { self.config_override(config_override).send().await })
61 }
62}
63impl CreateScriptFluentBuilder {
64 /// Creates a new `CreateScriptFluentBuilder`.
65 pub(crate) fn new(handle: ::std::sync::Arc<crate::client::Handle>) -> Self {
66 Self {
67 handle,
68 inner: ::std::default::Default::default(),
69 config_override: ::std::option::Option::None,
70 }
71 }
72 /// Access the CreateScript as a reference.
73 pub fn as_input(&self) -> &crate::operation::create_script::builders::CreateScriptInputBuilder {
74 &self.inner
75 }
76 /// Sends the request and returns the response.
77 ///
78 /// If an error occurs, an `SdkError` will be returned with additional details that
79 /// can be matched against.
80 ///
81 /// By default, any retryable failures will be retried twice. Retry behavior
82 /// is configurable with the [RetryConfig](aws_smithy_types::retry::RetryConfig), which can be
83 /// set when configuring the client.
84 pub async fn send(
85 self,
86 ) -> ::std::result::Result<
87 crate::operation::create_script::CreateScriptOutput,
88 ::aws_smithy_runtime_api::client::result::SdkError<
89 crate::operation::create_script::CreateScriptError,
90 ::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
91 >,
92 > {
93 let input = self
94 .inner
95 .build()
96 .map_err(::aws_smithy_runtime_api::client::result::SdkError::construction_failure)?;
97 let runtime_plugins = crate::operation::create_script::CreateScript::operation_runtime_plugins(
98 self.handle.runtime_plugins.clone(),
99 &self.handle.conf,
100 self.config_override,
101 );
102 crate::operation::create_script::CreateScript::orchestrate(&runtime_plugins, input).await
103 }
104
105 /// Consumes this builder, creating a customizable operation that can be modified before being sent.
106 pub fn customize(
107 self,
108 ) -> crate::client::customize::CustomizableOperation<
109 crate::operation::create_script::CreateScriptOutput,
110 crate::operation::create_script::CreateScriptError,
111 Self,
112 > {
113 crate::client::customize::CustomizableOperation::new(self)
114 }
115 pub(crate) fn config_override(mut self, config_override: impl ::std::convert::Into<crate::config::Builder>) -> Self {
116 self.set_config_override(::std::option::Option::Some(config_override.into()));
117 self
118 }
119
120 pub(crate) fn set_config_override(&mut self, config_override: ::std::option::Option<crate::config::Builder>) -> &mut Self {
121 self.config_override = config_override;
122 self
123 }
124 /// <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>
125 pub fn name(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
126 self.inner = self.inner.name(input.into());
127 self
128 }
129 /// <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>
130 pub fn set_name(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
131 self.inner = self.inner.set_name(input);
132 self
133 }
134 /// <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>
135 pub fn get_name(&self) -> &::std::option::Option<::std::string::String> {
136 self.inner.get_name()
137 }
138 /// <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>
139 pub fn version(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
140 self.inner = self.inner.version(input.into());
141 self
142 }
143 /// <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>
144 pub fn set_version(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
145 self.inner = self.inner.set_version(input);
146 self
147 }
148 /// <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>
149 pub fn get_version(&self) -> &::std::option::Option<::std::string::String> {
150 self.inner.get_version()
151 }
152 /// <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>
153 pub fn storage_location(mut self, input: crate::types::S3Location) -> Self {
154 self.inner = self.inner.storage_location(input);
155 self
156 }
157 /// <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>
158 pub fn set_storage_location(mut self, input: ::std::option::Option<crate::types::S3Location>) -> Self {
159 self.inner = self.inner.set_storage_location(input);
160 self
161 }
162 /// <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>
163 pub fn get_storage_location(&self) -> &::std::option::Option<crate::types::S3Location> {
164 self.inner.get_storage_location()
165 }
166 /// <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>
167 /// <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>
168 pub fn zip_file(mut self, input: ::aws_smithy_types::Blob) -> Self {
169 self.inner = self.inner.zip_file(input);
170 self
171 }
172 /// <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>
173 /// <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>
174 pub fn set_zip_file(mut self, input: ::std::option::Option<::aws_smithy_types::Blob>) -> Self {
175 self.inner = self.inner.set_zip_file(input);
176 self
177 }
178 /// <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>
179 /// <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>
180 pub fn get_zip_file(&self) -> &::std::option::Option<::aws_smithy_types::Blob> {
181 self.inner.get_zip_file()
182 }
183 ///
184 /// Appends an item to `Tags`.
185 ///
186 /// To override the contents of this collection use [`set_tags`](Self::set_tags).
187 ///
188 /// <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>
189 pub fn tags(mut self, input: crate::types::Tag) -> Self {
190 self.inner = self.inner.tags(input);
191 self
192 }
193 /// <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>
194 pub fn set_tags(mut self, input: ::std::option::Option<::std::vec::Vec<crate::types::Tag>>) -> Self {
195 self.inner = self.inner.set_tags(input);
196 self
197 }
198 /// <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>
199 pub fn get_tags(&self) -> &::std::option::Option<::std::vec::Vec<crate::types::Tag>> {
200 self.inner.get_tags()
201 }
202}