aws-sdk-gamelift 0.26.0

AWS SDK for Amazon GameLift
Documentation
// 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;

/// 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 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 a GameLift Amazon S3 location, and (2) it creates a new build resource.</p>
/// </important>
/// <p>You can use the operation in the following scenarios:</p>
/// <ul>
/// <li> <p>To 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>To directly upload your build files to a 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 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,
}
impl CreateBuildFluentBuilder {
    /// Creates a new `CreateBuild`.
    pub(crate) fn new(handle: std::sync::Arc<crate::client::Handle>) -> Self {
        Self {
            handle,
            inner: Default::default(),
        }
    }

    /// Consume this builder, creating a customizable operation that can be modified before being
    /// sent. The operation's inner [http::Request] can be modified as well.
    pub async fn customize(
        self,
    ) -> std::result::Result<
        crate::client::customize::CustomizableOperation<
            crate::operation::create_build::CreateBuild,
            aws_http::retry::AwsResponseRetryClassifier,
        >,
        aws_smithy_http::result::SdkError<crate::operation::create_build::CreateBuildError>,
    > {
        let handle = self.handle.clone();
        let operation = self
            .inner
            .build()
            .map_err(aws_smithy_http::result::SdkError::construction_failure)?
            .make_operation(&handle.conf)
            .await
            .map_err(aws_smithy_http::result::SdkError::construction_failure)?;
        Ok(crate::client::customize::CustomizableOperation { handle, operation })
    }

    /// 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_http::result::SdkError<crate::operation::create_build::CreateBuildError>,
    > {
        let op = self
            .inner
            .build()
            .map_err(aws_smithy_http::result::SdkError::construction_failure)?
            .make_operation(&self.handle.conf)
            .await
            .map_err(aws_smithy_http::result::SdkError::construction_failure)?;
        self.handle.client.call(op).await
    }
    /// <p>A descriptive label associated with a build. Build names do not need to be unique. You can change this value later. </p>
    pub fn name(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.name(input.into());
        self
    }
    /// <p>A descriptive label associated with a build. Build names do not 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>Version information associated with a build or script. Version strings do not need to be unique. You can change this value later. </p>
    pub fn version(mut self, input: impl Into<std::string::String>) -> Self {
        self.inner = self.inner.version(input.into());
        self
    }
    /// <p>Version information associated with a build or script. Version strings do not 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>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>The operating system that you built the game server binaries to run on. This value determines the type of fleet resources that you can use for this build. If your game build contains multiple executables, they all must run on the same operating system. If an operating system is not specified when creating a build, GameLift uses the default value (WINDOWS_2012). This value cannot be changed later.</p>
    pub fn operating_system(mut self, input: crate::types::OperatingSystem) -> Self {
        self.inner = self.inner.operating_system(input);
        self
    }
    /// <p>The operating system that you built the game server binaries to run on. This value determines the type of fleet resources that you can use for this build. If your game build contains multiple executables, they all must run on the same operating system. If an operating system is not specified when creating a build, GameLift uses the default value (WINDOWS_2012). This value cannot be changed later.</p>
    pub fn set_operating_system(
        mut self,
        input: std::option::Option<crate::types::OperatingSystem>,
    ) -> Self {
        self.inner = self.inner.set_operating_system(input);
        self
    }
    /// 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 server SDK version you used when integrating your game server build with 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>.</p>
    pub fn server_sdk_version(mut self, input: impl 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 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>.</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
    }
}