[−][src]Struct rusoto_gamelift::CreateScriptInput
Fields
name: Option<String>
A descriptive label that is associated with a script. Script names do not need to be unique. You can use UpdateScript to change this value later.
storage_location: Option<S3Location>
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 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 uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion
parameter to specify an earlier version.
A list of labels to assign to the new script resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
version: Option<String>
The version that is associated with a build or script. Version strings do not need to be unique. You can use UpdateScript to change this value later.
zip_file: Option<Bytes>
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.
When using the AWS 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: --zip-file fileb://myRealtimeScript.zip
.
Trait Implementations
impl Clone for CreateScriptInput
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pub fn clone(&self) -> CreateScriptInput
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pub fn clone_from(&mut self, source: &Self)
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impl Debug for CreateScriptInput
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impl Default for CreateScriptInput
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pub fn default() -> CreateScriptInput
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impl PartialEq<CreateScriptInput> for CreateScriptInput
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pub fn eq(&self, other: &CreateScriptInput) -> bool
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pub fn ne(&self, other: &CreateScriptInput) -> bool
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impl Serialize for CreateScriptInput
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pub fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error> where
__S: Serializer,
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__S: Serializer,
impl StructuralPartialEq for CreateScriptInput
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Auto Trait Implementations
impl RefUnwindSafe for CreateScriptInput
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impl Send for CreateScriptInput
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impl Sync for CreateScriptInput
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impl Unpin for CreateScriptInput
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impl UnwindSafe for CreateScriptInput
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Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T> Instrument for T
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pub fn instrument(self, span: Span) -> Instrumented<Self>
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pub fn in_current_span(self) -> Instrumented<Self>
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impl<T> Instrument for T
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pub fn instrument(self, span: Span) -> Instrumented<Self>
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pub fn in_current_span(self) -> Instrumented<Self>
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,