// Code generated by software.amazon.smithy.rust.codegen.smithy-rs. DO NOT EDIT.
pub use crate::operation::update_script::_update_script_input::UpdateScriptInputBuilder;
pub use crate::operation::update_script::_update_script_output::UpdateScriptOutputBuilder;
impl crate::operation::update_script::builders::UpdateScriptInputBuilder {
/// Sends a request with this input using the given client.
pub async fn send_with(
self,
client: &crate::Client,
) -> ::std::result::Result<
crate::operation::update_script::UpdateScriptOutput,
::aws_smithy_runtime_api::client::result::SdkError<
crate::operation::update_script::UpdateScriptError,
::aws_smithy_runtime_api::client::orchestrator::HttpResponse,
>,
> {
let mut fluent_builder = client.update_script();
fluent_builder.inner = self;
fluent_builder.send().await
}
}
/// Fluent builder constructing a request to `UpdateScript`.
///
/// <p><b>This API works with the following fleet types:</b> EC2</p>
/// <p>Updates Realtime script metadata and content.</p>
/// <p>To update script metadata, specify the script ID and provide updated name and/or version values.</p>
/// <p>To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the <i>Version</i> parameter to track updates to the script.</p>
/// <p>If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift Servers service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.</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><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 UpdateScriptFluentBuilder {
handle: ::std::sync::Arc<crate::client::Handle>,
inner: crate::operation::update_script::builders::UpdateScriptInputBuilder,
config_override: ::std::option::Option<crate::config::Builder>,
}
impl
crate::client::customize::internal::CustomizableSend<
crate::operation::update_script::UpdateScriptOutput,
crate::operation::update_script::UpdateScriptError,
> for UpdateScriptFluentBuilder
{
fn send(
self,
config_override: crate::config::Builder,
) -> crate::client::customize::internal::BoxFuture<
crate::client::customize::internal::SendResult<
crate::operation::update_script::UpdateScriptOutput,
crate::operation::update_script::UpdateScriptError,
>,
> {
::std::boxed::Box::pin(async move { self.config_override(config_override).send().await })
}
}
impl UpdateScriptFluentBuilder {
/// Creates a new `UpdateScriptFluentBuilder`.
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 UpdateScript as a reference.
pub fn as_input(&self) -> &crate::operation::update_script::builders::UpdateScriptInputBuilder {
&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::update_script::UpdateScriptOutput,
::aws_smithy_runtime_api::client::result::SdkError<
crate::operation::update_script::UpdateScriptError,
::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::update_script::UpdateScript::operation_runtime_plugins(
self.handle.runtime_plugins.clone(),
&self.handle.conf,
self.config_override,
);
crate::operation::update_script::UpdateScript::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::update_script::UpdateScriptOutput,
crate::operation::update_script::UpdateScriptError,
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 unique identifier for the Realtime script to update. You can use either the script ID or ARN value.</p>
pub fn script_id(mut self, input: impl ::std::convert::Into<::std::string::String>) -> Self {
self.inner = self.inner.script_id(input.into());
self
}
/// <p>A unique identifier for the Realtime script to update. You can use either the script ID or ARN value.</p>
pub fn set_script_id(mut self, input: ::std::option::Option<::std::string::String>) -> Self {
self.inner = self.inner.set_script_id(input);
self
}
/// <p>A unique identifier for the Realtime script to update. You can use either the script ID or ARN value.</p>
pub fn get_script_id(&self) -> &::std::option::Option<::std::string::String> {
self.inner.get_script_id()
}
/// <p>A descriptive label that is associated with a script. Script names do not need to be unique.</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.</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.</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.</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.</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.</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()
}
}