Struct aws_sdk_gamelift::types::Build

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#[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.

All APIs by task

Fields (Non-exhaustive)§

This struct is marked as non-exhaustive
Non-exhaustive structs could have additional fields added in future. Therefore, non-exhaustive structs cannot be constructed in external crates using the traditional 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) assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift: ::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 . In a GameLift build ARN, the resource ID matches the BuildId value.

§name: Option<String>

A descriptive label associated with a build. Build names don't need to be unique. It can be set using CreateBuild or UpdateBuild.

§version: Option<String>

Version information associated with a build or script. Version strings don't 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.

§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 Server SDK version used to develop your game server.

Implementations§

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impl Build

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pub fn build_id(&self) -> Option<&str>

A unique identifier for the build.

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pub fn build_arn(&self) -> Option<&str>

The Amazon Resource Name (ARN) assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift: ::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912 . In a GameLift build ARN, the resource ID matches the BuildId value.

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pub fn name(&self) -> Option<&str>

A descriptive label associated with a build. Build names don't need to be unique. It can be set using CreateBuild or UpdateBuild.

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pub fn version(&self) -> Option<&str>

Version information associated with a build or script. Version strings don't need to be unique.

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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.

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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.

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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.

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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").

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pub fn server_sdk_version(&self) -> Option<&str>

The Amazon GameLift Server SDK version used to develop your game server.

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impl Build

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pub fn builder() -> BuildBuilder

Creates a new builder-style object to manufacture Build.

Trait Implementations§

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impl Clone for Build

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fn clone(&self) -> Build

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Build

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl PartialEq for Build

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fn eq(&self, other: &Build) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for Build

Auto Trait Implementations§

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impl Freeze for Build

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impl RefUnwindSafe for Build

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impl Send for Build

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impl Sync for Build

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impl Unpin for Build

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impl UnwindSafe for Build

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts 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 more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts 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 more
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impl<Unshared, Shared> IntoShared<Shared> for Unshared
where Shared: FromUnshared<Unshared>,

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fn into_shared(self) -> Shared

Creates a shared type from an unshared type.
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impl<T> Same for T

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type Output = T

Should always be Self
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where T: Clone,

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type Owned = T

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Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
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type Error = Infallible

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Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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where S: Into<Dispatch>,

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