/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include #include #include #include #include namespace Aws { namespace GameLift { namespace Model { /** */ class CreateBuildRequest : public GameLiftRequest { public: AWS_GAMELIFT_API CreateBuildRequest(); // Service request name is the Operation name which will send this request out, // each operation should has unique request name, so that we can get operation's name from this request. // Note: this is not true for response, multiple operations may have the same response name, // so we can not get operation's name from response. inline virtual const char* GetServiceRequestName() const override { return "CreateBuild"; } AWS_GAMELIFT_API Aws::String SerializePayload() const override; AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override; /** *

A descriptive label associated with a build. Build names don't need to be * unique. You can change this value later.

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

A descriptive label associated with a build. Build names don't need to be * unique. You can change this value later.

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

A descriptive label associated with a build. Build names don't need to be * unique. You can change this value later.

*/ 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. You can change this value later.

*/ 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. You can change this value later.

*/ 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. You can change this value later.

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

A descriptive label associated with a build. Build names don't need to be * unique. You can change this value later.

*/ inline CreateBuildRequest& 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. You can change this value later.

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

Version information associated with a build or script. Version strings don't * need to be unique. You can change this value later.

*/ 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. You can change this value later.

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

Version information associated with a build or script. Version strings don't * need to be unique. You can change this value later.

*/ 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. You can change this value later.

*/ 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. You can change this value later.

*/ 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. You can change this value later.

*/ inline CreateBuildRequest& 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. You can change this value later.

*/ inline CreateBuildRequest& 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. You can change this value later.

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

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.

*/ inline const S3Location& GetStorageLocation() const{ return m_storageLocation; } /** *

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.

*/ inline bool StorageLocationHasBeenSet() const { return m_storageLocationHasBeenSet; } /** *

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.

*/ inline void SetStorageLocation(const S3Location& value) { m_storageLocationHasBeenSet = true; m_storageLocation = value; } /** *

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.

*/ inline void SetStorageLocation(S3Location&& value) { m_storageLocationHasBeenSet = true; m_storageLocation = std::move(value); } /** *

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.

*/ inline CreateBuildRequest& WithStorageLocation(const S3Location& value) { SetStorageLocation(value); return *this;} /** *

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.

*/ inline CreateBuildRequest& WithStorageLocation(S3Location&& value) { SetStorageLocation(std::move(value)); return *this;} /** *

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.

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

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.

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

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.

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

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.

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

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.

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

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.

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

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.

*/ inline const Aws::Vector& GetTags() const{ return m_tags; } /** *

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.

*/ inline bool TagsHasBeenSet() const { return m_tagsHasBeenSet; } /** *

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.

*/ inline void SetTags(const Aws::Vector& value) { m_tagsHasBeenSet = true; m_tags = value; } /** *

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.

*/ inline void SetTags(Aws::Vector&& value) { m_tagsHasBeenSet = true; m_tags = std::move(value); } /** *

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.

*/ inline CreateBuildRequest& WithTags(const Aws::Vector& value) { SetTags(value); return *this;} /** *

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.

*/ inline CreateBuildRequest& WithTags(Aws::Vector&& value) { SetTags(std::move(value)); return *this;} /** *

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.

*/ inline CreateBuildRequest& AddTags(const Tag& value) { m_tagsHasBeenSet = true; m_tags.push_back(value); return *this; } /** *

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.

*/ inline CreateBuildRequest& AddTags(Tag&& value) { m_tagsHasBeenSet = true; m_tags.push_back(std::move(value)); return *this; } /** *

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.

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

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.

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

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.

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

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.

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

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.

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

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.

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

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.

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

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.

*/ inline CreateBuildRequest& WithServerSdkVersion(const char* value) { SetServerSdkVersion(value); return *this;} private: Aws::String m_name; bool m_nameHasBeenSet = false; Aws::String m_version; bool m_versionHasBeenSet = false; S3Location m_storageLocation; bool m_storageLocationHasBeenSet = false; OperatingSystem m_operatingSystem; bool m_operatingSystemHasBeenSet = false; Aws::Vector m_tags; bool m_tagsHasBeenSet = false; Aws::String m_serverSdkVersion; bool m_serverSdkVersionHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws