/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Properties describing a custom game build.See Also:
AWS API
* Reference
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
A time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example
* "1469498468.057"
).
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