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// Code generated by smithy-go-codegen DO NOT EDIT.
package gamelift
import (
"context"
awsmiddleware "github.com/aws/aws-sdk-go-v2/aws/middleware"
"github.com/aws/aws-sdk-go-v2/aws/signer/v4"
"github.com/aws/aws-sdk-go-v2/service/gamelift/types"
"github.com/aws/smithy-go/middleware"
smithyhttp "github.com/aws/smithy-go/transport/http"
)
// Creates a new Amazon GameLift build resource for your game server binary files.
// Game server binaries must be combined into a zip file for use with Amazon
// GameLift. When setting up a new game build for GameLift, we recommend using the
// Amazon Web Services CLI command upload-build
// (https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html) .
// 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. The CreateBuild operation can used in the following scenarios:
//
// * 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 must
// first give Amazon GameLift access to the Amazon S3 bucket. With permissions in
// place, call CreateBuild and specify a build name, operating system, and the
// Amazon S3 storage location of your game build.
//
// * To directly upload your build
// files to a GameLift Amazon S3 location. To use this option, first call
// CreateBuild and 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 Uploading
// Objects (https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html)
// in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift
// Amazon S3 location once only; that can't be updated.
//
// If successful, this
// operation creates a new build resource with a unique build ID and places it in
// INITIALIZED status. A build must be in READY status before you can create fleets
// with it. Learn more Uploading Your Game
// (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html)
// Create a Build with Files in Amazon S3
// (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build)
// Related actions CreateBuild | ListBuilds | DescribeBuild | UpdateBuild |
// DeleteBuild | All APIs by task
// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
func (c *Client) CreateBuild(ctx context.Context, params *CreateBuildInput, optFns ...func(*Options)) (*CreateBuildOutput, error) {
if params == nil {
params = &CreateBuildInput{}
}
result, metadata, err := c.invokeOperation(ctx, "CreateBuild", params, optFns, c.addOperationCreateBuildMiddlewares)
if err != nil {
return nil, err
}
out := result.(*CreateBuildOutput)
out.ResultMetadata = metadata
return out, nil
}
// Represents the input for a request operation.
type CreateBuildInput struct {
// A descriptive label that is associated with a build. Build names do not need to
// be unique. You can use UpdateBuild to change this value later.
Name *string
// The 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. 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,
// Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be
// changed later.
OperatingSystem types.OperatingSystem
// 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. If a StorageLocation is specified, the size of your file
// can be found in your Amazon S3 bucket. Amazon GameLift will report a SizeOnDisk
// of 0.
StorageLocation *types.S3Location
// 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
// Tagging Amazon Web Services Resources
// (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) in the Amazon
// Web Services 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 Amazon Web
// Services General Reference for actual tagging limits.
Tags []types.Tag
// Version information that is associated with a build or script. Version strings
// do not need to be unique. You can use UpdateBuild to change this value later.
Version *string
noSmithyDocumentSerde
}
// Represents the returned data in response to a request operation.
type CreateBuildOutput struct {
// The newly created build resource, including a unique build IDs and status.
Build *types.Build
// Amazon S3 location for your game build file, including bucket name and key.
StorageLocation *types.S3Location
// This element is returned only when the operation is called without a storage
// location. It contains credentials to use when you are uploading a build file to
// an Amazon S3 bucket that is owned by Amazon GameLift. Credentials have a limited
// life span. To refresh these credentials, call RequestUploadCredentials.
UploadCredentials *types.AwsCredentials
// Metadata pertaining to the operation's result.
ResultMetadata middleware.Metadata
noSmithyDocumentSerde
}
func (c *Client) addOperationCreateBuildMiddlewares(stack *middleware.Stack, options Options) (err error) {
err = stack.Serialize.Add(&awsAwsjson11_serializeOpCreateBuild{}, middleware.After)
if err != nil {
return err
}
err = stack.Deserialize.Add(&awsAwsjson11_deserializeOpCreateBuild{}, middleware.After)
if err != nil {
return err
}
if err = addSetLoggerMiddleware(stack, options); err != nil {
return err
}
if err = awsmiddleware.AddClientRequestIDMiddleware(stack); err != nil {
return err
}
if err = smithyhttp.AddComputeContentLengthMiddleware(stack); err != nil {
return err
}
if err = addResolveEndpointMiddleware(stack, options); err != nil {
return err
}
if err = v4.AddComputePayloadSHA256Middleware(stack); err != nil {
return err
}
if err = addRetryMiddlewares(stack, options); err != nil {
return err
}
if err = addHTTPSignerV4Middleware(stack, options); err != nil {
return err
}
if err = awsmiddleware.AddRawResponseToMetadata(stack); err != nil {
return err
}
if err = awsmiddleware.AddRecordResponseTiming(stack); err != nil {
return err
}
if err = addClientUserAgent(stack); err != nil {
return err
}
if err = smithyhttp.AddErrorCloseResponseBodyMiddleware(stack); err != nil {
return err
}
if err = smithyhttp.AddCloseResponseBodyMiddleware(stack); err != nil {
return err
}
if err = addOpCreateBuildValidationMiddleware(stack); err != nil {
return err
}
if err = stack.Initialize.Add(newServiceMetadataMiddleware_opCreateBuild(options.Region), middleware.Before); err != nil {
return err
}
if err = addRequestIDRetrieverMiddleware(stack); err != nil {
return err
}
if err = addResponseErrorMiddleware(stack); err != nil {
return err
}
if err = addRequestResponseLogging(stack, options); err != nil {
return err
}
return nil
}
func newServiceMetadataMiddleware_opCreateBuild(region string) *awsmiddleware.RegisterServiceMetadata {
return &awsmiddleware.RegisterServiceMetadata{
Region: region,
ServiceID: ServiceID,
SigningName: "gamelift",
OperationName: "CreateBuild",
}
}
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