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// Code generated by smithy-go-codegen DO NOT EDIT.
package gamelift
import (
"context"
"fmt"
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.
// Combine game server binaries into a zip file for use with Amazon GameLift. When
// setting up a new game build for Amazon GameLift, we recommend using the 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 an Amazon GameLift Amazon S3 location, and (2) it creates a
// new build resource. You can use the CreateBuild operation in the following
// scenarios:
// - 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
// give Amazon GameLift access to the Amazon S3 bucket. With permissions in place,
// specify a build name, operating system, and the Amazon S3 storage location of
// your game build.
// - Upload your build files to a Amazon GameLift Amazon S3 location. To use
// this option, 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. After you upload build files to the Amazon
// GameLift Amazon S3 location, you can't update them.
//
// 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)
// 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
}
type CreateBuildInput struct {
// A descriptive label associated with a build. Build names don't need to be
// unique. You can change this value later.
Name *string
// The operating system that your game server binaries run on. This value
// determines the type of fleet resources that you use for this build. If your game
// build contains multiple executables, they all must run on the same operating
// system. You must specify a valid operating system in this request. There is no
// default value. You can't change a build's operating system later. If you have
// active fleets using the Windows Server 2012 operating system, you can continue
// to create new builds using this OS until October 10, 2023, when Microsoft ends
// its support. All others must use Windows Server 2016 when creating new
// Windows-based builds.
OperatingSystem types.OperatingSystem
// A server SDK version you used when integrating your game server build with
// Amazon GameLift. For more information see Integrate games with custom game
// servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-custom-intro.html)
// . By default Amazon GameLift sets this value to 4.0.2 .
ServerSdkVersion *string
// 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 (https://docs.aws.amazon.com/gamelift/latest/apireference/API_TagResource.html)
// , UntagResource (https://docs.aws.amazon.com/gamelift/latest/apireference/API_UntagResource.html)
// , and ListTagsForResource (https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListTagsForResource.html)
// 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 associated with a build or script. Version strings don't
// need to be unique. You can change this value later.
Version *string
noSmithyDocumentSerde
}
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 (https://docs.aws.amazon.com/gamelift/latest/apireference/API_RequestUploadCredentials.html)
// .
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) {
if err := stack.Serialize.Add(&setOperationInputMiddleware{}, middleware.After); err != nil {
return err
}
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 := addProtocolFinalizerMiddlewares(stack, options, "CreateBuild"); err != nil {
return fmt.Errorf("add protocol finalizers: %v", err)
}
if err = addlegacyEndpointContextSetter(stack, options); 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 = awsmiddleware.AddRawResponseToMetadata(stack); err != nil {
return err
}
if err = awsmiddleware.AddRecordResponseTiming(stack); err != nil {
return err
}
if err = addClientUserAgent(stack, options); err != nil {
return err
}
if err = smithyhttp.AddErrorCloseResponseBodyMiddleware(stack); err != nil {
return err
}
if err = smithyhttp.AddCloseResponseBodyMiddleware(stack); err != nil {
return err
}
if err = addSetLegacyContextSigningOptionsMiddleware(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 = awsmiddleware.AddRecursionDetection(stack); 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
}
if err = addDisableHTTPSMiddleware(stack, options); err != nil {
return err
}
return nil
}
func newServiceMetadataMiddleware_opCreateBuild(region string) *awsmiddleware.RegisterServiceMetadata {
return &awsmiddleware.RegisterServiceMetadata{
Region: region,
ServiceID: ServiceID,
OperationName: "CreateBuild",
}
}
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