// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
pub use crate::operation::create_script::_create_script_input::CreateScriptInputBuilder;
pub use crate::operation::create_script::_create_script_output::CreateScriptOutputBuilder;
impl crate::operation::create_script::builders::CreateScriptInputBuilder {
/// Sends a request with this input using the given client.
pub async fn send_with(
self,
client: &crate::Client,
) -> ::std::result::Result<
crate::operation::create_script::CreateScriptOutput,
::aws_smithy_runtime_api::client::result::SdkError<
crate::operation::create_script::CreateScriptError,
::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
>,
> {
let mut fluent_builder = client.create_script();
fluent_builder.inner = self;
fluent_builder.send().await
}
}
/// Fluent builder constructing a request to `CreateScript`.
///
/// <p><b>This API works with the following fleet types:</b> EC2, Anywhere</p>
/// <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>
/// <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>
/// <ul>
/// <li>
/// <p>A locally available directory. Use the <i>ZipFile</i> parameter for this option.</p></li>
/// <li>
/// <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>
/// </ul>
/// <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>
/// <p><b>Learn more</b></p>
/// <p><a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html">Amazon GameLift Servers Amazon GameLift Servers Realtime</a></p>
/// <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>
/// <p><b>Related actions</b></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 CreateScriptFluentBuilder {
handle: ::std::sync::Arc<crate::client::Handle>,
inner: crate::operation::create_script::builders::CreateScriptInputBuilder,
config_override: ::std::option::Option<crate::config::Builder>,
}
impl
crate::client::customize::internal::CustomizableSend<
crate::operation::create_script::CreateScriptOutput,
crate::operation::create_script::CreateScriptError,
> for CreateScriptFluentBuilder
{
fn send(
self,
config_override: crate::config::Builder,
) -> crate::client::customize::internal::BoxFuture<
crate::client::customize::internal::SendResult<
crate::operation::create_script::CreateScriptOutput,
crate::operation::create_script::CreateScriptError,
>,
> {
::std::boxed::Box::pin(async move { self.config_override(config_override).send().await })
}
}
impl CreateScriptFluentBuilder {
/// Creates a new `CreateScriptFluentBuilder`.
pub(crate) fn new(handle: ::std::sync::Arc<crate::client::Handle>) -> Self {
Self {
handle,
inner: ::std::default::Default::default(),
config_override: ::std::option::Option::None,
}
}
/// Access the CreateScript as a reference.
pub fn as_input(&self) -> &crate::operation::create_script::builders::CreateScriptInputBuilder {
&self.inner
}
/// 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_script::CreateScriptOutput,
::aws_smithy_runtime_api::client::result::SdkError<
crate::operation::create_script::CreateScriptError,
::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
>,
> {
let input = self
.inner
.build()
.map_err(::aws_smithy_runtime_api::client::result::SdkError::construction_failure)?;
let runtime_plugins = crate::operation::create_script::CreateScript::operation_runtime_plugins(
self.handle.runtime_plugins.clone(),
&self.handle.conf,
self.config_override,
);
crate::operation::create_script::CreateScript::orchestrate(&runtime_plugins, input).await
}
/// Consumes this builder, creating a customizable operation that can be modified before being sent.
pub fn customize(
self,
) -> crate::client::customize::CustomizableOperation<
crate::operation::create_script::CreateScriptOutput,
crate::operation::create_script::CreateScriptError,
Self,
> {
crate::client::customize::CustomizableOperation::new(self)
}
pub(crate) fn config_override(mut self, config_override: impl ::std::convert::Into<crate::config::Builder>) -> Self {
self.set_config_override(::std::option::Option::Some(config_override.into()));
self
}
pub(crate) fn set_config_override(&mut self, config_override: ::std::option::Option<crate::config::Builder>) -> &mut Self {
self.config_override = config_override;
self
}
/// <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>
pub fn name(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.name(input.into());
self
}
/// <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>
pub fn set_name(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
self.inner = self.inner.set_name(input);
self
}
/// <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>
pub fn get_name(&self) -> &::std::option::Option<::std::string::String> {
self.inner.get_name()
}
/// <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>
pub fn version(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.version(input.into());
self
}
/// <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>
pub fn set_version(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
self.inner = self.inner.set_version(input);
self
}
/// <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>
pub fn get_version(&self) -> &::std::option::Option<::std::string::String> {
self.inner.get_version()
}
/// <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>
pub fn storage_location(mut self, input: crate::types::S3Location) -> Self {
self.inner = self.inner.storage_location(input);
self
}
/// <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>
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 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>
pub fn get_storage_location(&self) -> &::std::option::Option<crate::types::S3Location> {
self.inner.get_storage_location()
}
/// <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>
/// <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>
pub fn zip_file(mut self, input: ::aws_smithy_types::Blob) -> Self {
self.inner = self.inner.zip_file(input);
self
}
/// <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>
/// <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>
pub fn set_zip_file(mut self, input: ::std::option::Option<::aws_smithy_types::Blob>) -> Self {
self.inner = self.inner.set_zip_file(input);
self
}
/// <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>
/// <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>
pub fn get_zip_file(&self) -> &::std::option::Option<::aws_smithy_types::Blob> {
self.inner.get_zip_file()
}
///
/// 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 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>
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 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>
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 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>
pub fn get_tags(&self) -> &::std::option::Option<::std::vec::Vec<crate::types::Tag>> {
self.inner.get_tags()
}
/// <p>The Node.js version used for execution of your Realtime script. The valid values are <code>10.x | 24.x</code>. By default, <code>NodeJsVersion</code> is <code>10.x</code>. This value cannot be updated later.</p><note>
/// <p>Node.js 10 will reach end of support on September 30, 2026. See more details in the <a href="http://aws.amazon.com/gamelift/faq/nodejs10/">Node.js 10 FAQs</a>. For migration guidance, see <a href="https://docs.aws.amazon.com/gamelift/latest/realtimeguide/realtime-script.html#realtime-script-nodejs-migration"> Migrating from Node.js 10 to 24</a>.</p>
/// </note>
pub fn node_js_version(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.node_js_version(input.into());
self
}
/// <p>The Node.js version used for execution of your Realtime script. The valid values are <code>10.x | 24.x</code>. By default, <code>NodeJsVersion</code> is <code>10.x</code>. This value cannot be updated later.</p><note>
/// <p>Node.js 10 will reach end of support on September 30, 2026. See more details in the <a href="http://aws.amazon.com/gamelift/faq/nodejs10/">Node.js 10 FAQs</a>. For migration guidance, see <a href="https://docs.aws.amazon.com/gamelift/latest/realtimeguide/realtime-script.html#realtime-script-nodejs-migration"> Migrating from Node.js 10 to 24</a>.</p>
/// </note>
pub fn set_node_js_version(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
self.inner = self.inner.set_node_js_version(input);
self
}
/// <p>The Node.js version used for execution of your Realtime script. The valid values are <code>10.x | 24.x</code>. By default, <code>NodeJsVersion</code> is <code>10.x</code>. This value cannot be updated later.</p><note>
/// <p>Node.js 10 will reach end of support on September 30, 2026. See more details in the <a href="http://aws.amazon.com/gamelift/faq/nodejs10/">Node.js 10 FAQs</a>. For migration guidance, see <a href="https://docs.aws.amazon.com/gamelift/latest/realtimeguide/realtime-script.html#realtime-script-nodejs-migration"> Migrating from Node.js 10 to 24</a>.</p>
/// </note>
pub fn get_node_js_version(&self) -> &::std::option::Option<::std::string::String> {
self.inner.get_node_js_version()
}
}