File: api_op_CreateBuild.go

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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",
	}
}