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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/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]. 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]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]
//
// [Create a Build with Files in Amazon S3]
//
// [All APIs by task]
//
// [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
// [Uploading Objects]: https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html
// [Uploading Your Game]: https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html
// [upload-build]: https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html
// [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]. By default Amazon GameLift sets
// this value to 4.0.2 .
//
// [Integrate games with custom game servers]: https://docs.aws.amazon.com/gamelift/latest/developerguide/integration-custom-intro.html
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]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.
//
// [Tagging Amazon Web Services Resources]: https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html
// [TagResource]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_TagResource.html
// [UntagResource]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_UntagResource.html
// [ListTagsForResource]: https://docs.aws.amazon.com/gamelift/latest/apireference/API_ListTagsForResource.html
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].
//
// [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 = addClientRequestID(stack); err != nil {
return err
}
if err = addComputeContentLength(stack); err != nil {
return err
}
if err = addResolveEndpointMiddleware(stack, options); err != nil {
return err
}
if err = addComputePayloadSHA256(stack); err != nil {
return err
}
if err = addRetry(stack, options); err != nil {
return err
}
if err = addRawResponseToMetadata(stack); err != nil {
return err
}
if err = 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 = addTimeOffsetBuild(stack, c); err != nil {
return err
}
if err = addUserAgentRetryMode(stack, options); 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 = 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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