/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include #include #include namespace Aws { namespace Utils { namespace Json { class JsonValue; class JsonView; } // namespace Json } // namespace Utils namespace GameLift { namespace Model { /** *

Properties describing a custom game build.

All * APIs by task

See Also:

AWS API * Reference

*/ class Build { public: AWS_GAMELIFT_API Build(); AWS_GAMELIFT_API Build(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API Build& operator=(Aws::Utils::Json::JsonView jsonValue); AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const; /** *

A unique identifier for the build.

*/ inline const Aws::String& GetBuildId() const{ return m_buildId; } /** *

A unique identifier for the build.

*/ inline bool BuildIdHasBeenSet() const { return m_buildIdHasBeenSet; } /** *

A unique identifier for the build.

*/ inline void SetBuildId(const Aws::String& value) { m_buildIdHasBeenSet = true; m_buildId = value; } /** *

A unique identifier for the build.

*/ inline void SetBuildId(Aws::String&& value) { m_buildIdHasBeenSet = true; m_buildId = std::move(value); } /** *

A unique identifier for the build.

*/ inline void SetBuildId(const char* value) { m_buildIdHasBeenSet = true; m_buildId.assign(value); } /** *

A unique identifier for the build.

*/ inline Build& WithBuildId(const Aws::String& value) { SetBuildId(value); return *this;} /** *

A unique identifier for the build.

*/ inline Build& WithBuildId(Aws::String&& value) { SetBuildId(std::move(value)); return *this;} /** *

A unique identifier for the build.

*/ inline Build& WithBuildId(const char* value) { SetBuildId(value); return *this;} /** *

The Amazon Resource Name (ARN) * assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs * are unique across all Regions. Format is * arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. * In a GameLift build ARN, the resource ID matches the BuildId value.

*/ inline const Aws::String& GetBuildArn() const{ return m_buildArn; } /** *

The Amazon Resource Name (ARN) * assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs * are unique across all Regions. Format is * arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. * In a GameLift build ARN, the resource ID matches the BuildId value.

*/ inline bool BuildArnHasBeenSet() const { return m_buildArnHasBeenSet; } /** *

The Amazon Resource Name (ARN) * assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs * are unique across all Regions. Format is * arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. * In a GameLift build ARN, the resource ID matches the BuildId value.

*/ inline void SetBuildArn(const Aws::String& value) { m_buildArnHasBeenSet = true; m_buildArn = value; } /** *

The Amazon Resource Name (ARN) * assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs * are unique across all Regions. Format is * arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. * In a GameLift build ARN, the resource ID matches the BuildId value.

*/ inline void SetBuildArn(Aws::String&& value) { m_buildArnHasBeenSet = true; m_buildArn = std::move(value); } /** *

The Amazon Resource Name (ARN) * assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs * are unique across all Regions. Format is * arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. * In a GameLift build ARN, the resource ID matches the BuildId value.

*/ inline void SetBuildArn(const char* value) { m_buildArnHasBeenSet = true; m_buildArn.assign(value); } /** *

The Amazon Resource Name (ARN) * assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs * are unique across all Regions. Format is * arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. * In a GameLift build ARN, the resource ID matches the BuildId value.

*/ inline Build& WithBuildArn(const Aws::String& value) { SetBuildArn(value); return *this;} /** *

The Amazon Resource Name (ARN) * assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs * are unique across all Regions. Format is * arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. * In a GameLift build ARN, the resource ID matches the BuildId value.

*/ inline Build& WithBuildArn(Aws::String&& value) { SetBuildArn(std::move(value)); return *this;} /** *

The Amazon Resource Name (ARN) * assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs * are unique across all Regions. Format is * arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. * In a GameLift build ARN, the resource ID matches the BuildId value.

*/ inline Build& WithBuildArn(const char* value) { SetBuildArn(value); return *this;} /** *

A descriptive label associated with a build. Build names don't need to be * unique. It can be set using CreateBuild * or UpdateBuild.

*/ inline const Aws::String& GetName() const{ return m_name; } /** *

A descriptive label associated with a build. Build names don't need to be * unique. It can be set using CreateBuild * or UpdateBuild.

*/ inline bool NameHasBeenSet() const { return m_nameHasBeenSet; } /** *

A descriptive label associated with a build. Build names don't need to be * unique. It can be set using CreateBuild * or UpdateBuild.

*/ inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; } /** *

A descriptive label associated with a build. Build names don't need to be * unique. It can be set using CreateBuild * or UpdateBuild.

*/ inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); } /** *

A descriptive label associated with a build. Build names don't need to be * unique. It can be set using CreateBuild * or UpdateBuild.

*/ inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); } /** *

A descriptive label associated with a build. Build names don't need to be * unique. It can be set using CreateBuild * or UpdateBuild.

*/ inline Build& WithName(const Aws::String& value) { SetName(value); return *this;} /** *

A descriptive label associated with a build. Build names don't need to be * unique. It can be set using CreateBuild * or UpdateBuild.

*/ inline Build& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;} /** *

A descriptive label associated with a build. Build names don't need to be * unique. It can be set using CreateBuild * or UpdateBuild.

*/ inline Build& WithName(const char* value) { SetName(value); return *this;} /** *

Version information associated with a build or script. Version strings don't * need to be unique.

*/ inline const Aws::String& GetVersion() const{ return m_version; } /** *

Version information associated with a build or script. Version strings don't * need to be unique.

*/ inline bool VersionHasBeenSet() const { return m_versionHasBeenSet; } /** *

Version information associated with a build or script. Version strings don't * need to be unique.

*/ inline void SetVersion(const Aws::String& value) { m_versionHasBeenSet = true; m_version = value; } /** *

Version information associated with a build or script. Version strings don't * need to be unique.

*/ inline void SetVersion(Aws::String&& value) { m_versionHasBeenSet = true; m_version = std::move(value); } /** *

Version information associated with a build or script. Version strings don't * need to be unique.

*/ inline void SetVersion(const char* value) { m_versionHasBeenSet = true; m_version.assign(value); } /** *

Version information associated with a build or script. Version strings don't * need to be unique.

*/ inline Build& WithVersion(const Aws::String& value) { SetVersion(value); return *this;} /** *

Version information associated with a build or script. Version strings don't * need to be unique.

*/ inline Build& WithVersion(Aws::String&& value) { SetVersion(std::move(value)); return *this;} /** *

Version information associated with a build or script. Version strings don't * need to be unique.

*/ inline Build& WithVersion(const char* value) { SetVersion(value); return *this;} /** *

Current status of the build.

Possible build statuses include the * following:

  • INITIALIZED -- A new build has been defined, * but no files have been uploaded. You cannot create fleets for builds that are in * this status. When a build is successfully created, the build status is set to * this value.

  • READY -- The game build has been * successfully uploaded. You can now create new fleets for this build.

  • *
  • FAILED -- The game build upload failed. You cannot create new * fleets for this build.

*/ inline const BuildStatus& GetStatus() const{ return m_status; } /** *

Current status of the build.

Possible build statuses include the * following:

  • INITIALIZED -- A new build has been defined, * but no files have been uploaded. You cannot create fleets for builds that are in * this status. When a build is successfully created, the build status is set to * this value.

  • READY -- The game build has been * successfully uploaded. You can now create new fleets for this build.

  • *
  • FAILED -- The game build upload failed. You cannot create new * fleets for this build.

*/ inline bool StatusHasBeenSet() const { return m_statusHasBeenSet; } /** *

Current status of the build.

Possible build statuses include the * following:

  • INITIALIZED -- A new build has been defined, * but no files have been uploaded. You cannot create fleets for builds that are in * this status. When a build is successfully created, the build status is set to * this value.

  • READY -- The game build has been * successfully uploaded. You can now create new fleets for this build.

  • *
  • FAILED -- The game build upload failed. You cannot create new * fleets for this build.

*/ inline void SetStatus(const BuildStatus& value) { m_statusHasBeenSet = true; m_status = value; } /** *

Current status of the build.

Possible build statuses include the * following:

  • INITIALIZED -- A new build has been defined, * but no files have been uploaded. You cannot create fleets for builds that are in * this status. When a build is successfully created, the build status is set to * this value.

  • READY -- The game build has been * successfully uploaded. You can now create new fleets for this build.

  • *
  • FAILED -- The game build upload failed. You cannot create new * fleets for this build.

*/ inline void SetStatus(BuildStatus&& value) { m_statusHasBeenSet = true; m_status = std::move(value); } /** *

Current status of the build.

Possible build statuses include the * following:

  • INITIALIZED -- A new build has been defined, * but no files have been uploaded. You cannot create fleets for builds that are in * this status. When a build is successfully created, the build status is set to * this value.

  • READY -- The game build has been * successfully uploaded. You can now create new fleets for this build.

  • *
  • FAILED -- The game build upload failed. You cannot create new * fleets for this build.

*/ inline Build& WithStatus(const BuildStatus& value) { SetStatus(value); return *this;} /** *

Current status of the build.

Possible build statuses include the * following:

  • INITIALIZED -- A new build has been defined, * but no files have been uploaded. You cannot create fleets for builds that are in * this status. When a build is successfully created, the build status is set to * this value.

  • READY -- The game build has been * successfully uploaded. You can now create new fleets for this build.

  • *
  • FAILED -- The game build upload failed. You cannot create new * fleets for this build.

*/ inline Build& WithStatus(BuildStatus&& value) { SetStatus(std::move(value)); return *this;} /** *

File size of the uploaded game build, expressed in bytes. When the build * status is INITIALIZED or when using a custom Amazon S3 storage * location, this value is 0.

*/ inline long long GetSizeOnDisk() const{ return m_sizeOnDisk; } /** *

File size of the uploaded game build, expressed in bytes. When the build * status is INITIALIZED or when using a custom Amazon S3 storage * location, this value is 0.

*/ inline bool SizeOnDiskHasBeenSet() const { return m_sizeOnDiskHasBeenSet; } /** *

File size of the uploaded game build, expressed in bytes. When the build * status is INITIALIZED or when using a custom Amazon S3 storage * location, this value is 0.

*/ inline void SetSizeOnDisk(long long value) { m_sizeOnDiskHasBeenSet = true; m_sizeOnDisk = value; } /** *

File size of the uploaded game build, expressed in bytes. When the build * status is INITIALIZED or when using a custom Amazon S3 storage * location, this value is 0.

*/ inline Build& WithSizeOnDisk(long long value) { SetSizeOnDisk(value); return *this;} /** *

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.

*/ inline const OperatingSystem& GetOperatingSystem() const{ return m_operatingSystem; } /** *

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.

*/ inline bool OperatingSystemHasBeenSet() const { return m_operatingSystemHasBeenSet; } /** *

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.

*/ inline void SetOperatingSystem(const OperatingSystem& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = value; } /** *

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.

*/ inline void SetOperatingSystem(OperatingSystem&& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = std::move(value); } /** *

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.

*/ inline Build& WithOperatingSystem(const OperatingSystem& value) { SetOperatingSystem(value); return *this;} /** *

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.

*/ inline Build& WithOperatingSystem(OperatingSystem&& value) { SetOperatingSystem(std::move(value)); return *this;} /** *

A time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline const Aws::Utils::DateTime& GetCreationTime() const{ return m_creationTime; } /** *

A time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline bool CreationTimeHasBeenSet() const { return m_creationTimeHasBeenSet; } /** *

A time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline void SetCreationTime(const Aws::Utils::DateTime& value) { m_creationTimeHasBeenSet = true; m_creationTime = value; } /** *

A time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline void SetCreationTime(Aws::Utils::DateTime&& value) { m_creationTimeHasBeenSet = true; m_creationTime = std::move(value); } /** *

A time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline Build& WithCreationTime(const Aws::Utils::DateTime& value) { SetCreationTime(value); return *this;} /** *

A time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example * "1469498468.057").

*/ inline Build& WithCreationTime(Aws::Utils::DateTime&& value) { SetCreationTime(std::move(value)); return *this;} /** *

The Amazon GameLift Server SDK version used to develop your game server.

*/ inline const Aws::String& GetServerSdkVersion() const{ return m_serverSdkVersion; } /** *

The Amazon GameLift Server SDK version used to develop your game server.

*/ inline bool ServerSdkVersionHasBeenSet() const { return m_serverSdkVersionHasBeenSet; } /** *

The Amazon GameLift Server SDK version used to develop your game server.

*/ inline void SetServerSdkVersion(const Aws::String& value) { m_serverSdkVersionHasBeenSet = true; m_serverSdkVersion = value; } /** *

The Amazon GameLift Server SDK version used to develop your game server.

*/ inline void SetServerSdkVersion(Aws::String&& value) { m_serverSdkVersionHasBeenSet = true; m_serverSdkVersion = std::move(value); } /** *

The Amazon GameLift Server SDK version used to develop your game server.

*/ inline void SetServerSdkVersion(const char* value) { m_serverSdkVersionHasBeenSet = true; m_serverSdkVersion.assign(value); } /** *

The Amazon GameLift Server SDK version used to develop your game server.

*/ inline Build& WithServerSdkVersion(const Aws::String& value) { SetServerSdkVersion(value); return *this;} /** *

The Amazon GameLift Server SDK version used to develop your game server.

*/ inline Build& WithServerSdkVersion(Aws::String&& value) { SetServerSdkVersion(std::move(value)); return *this;} /** *

The Amazon GameLift Server SDK version used to develop your game server.

*/ inline Build& WithServerSdkVersion(const char* value) { SetServerSdkVersion(value); return *this;} private: Aws::String m_buildId; bool m_buildIdHasBeenSet = false; Aws::String m_buildArn; bool m_buildArnHasBeenSet = false; Aws::String m_name; bool m_nameHasBeenSet = false; Aws::String m_version; bool m_versionHasBeenSet = false; BuildStatus m_status; bool m_statusHasBeenSet = false; long long m_sizeOnDisk; bool m_sizeOnDiskHasBeenSet = false; OperatingSystem m_operatingSystem; bool m_operatingSystemHasBeenSet = false; Aws::Utils::DateTime m_creationTime; bool m_creationTimeHasBeenSet = false; Aws::String m_serverSdkVersion; bool m_serverSdkVersionHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws