/** * 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 { template class AmazonWebServiceResult; namespace Utils { namespace Json { class JsonValue; } // namespace Json } // namespace Utils namespace GameLift { namespace Model { class CreateBuildResult { public: AWS_GAMELIFT_API CreateBuildResult(); AWS_GAMELIFT_API CreateBuildResult(const Aws::AmazonWebServiceResult& result); AWS_GAMELIFT_API CreateBuildResult& operator=(const Aws::AmazonWebServiceResult& result); /** *

The newly created build resource, including a unique build IDs and status. *

*/ inline const Build& GetBuild() const{ return m_build; } /** *

The newly created build resource, including a unique build IDs and status. *

*/ inline void SetBuild(const Build& value) { m_build = value; } /** *

The newly created build resource, including a unique build IDs and status. *

*/ inline void SetBuild(Build&& value) { m_build = std::move(value); } /** *

The newly created build resource, including a unique build IDs and status. *

*/ inline CreateBuildResult& WithBuild(const Build& value) { SetBuild(value); return *this;} /** *

The newly created build resource, including a unique build IDs and status. *

*/ inline CreateBuildResult& WithBuild(Build&& value) { SetBuild(std::move(value)); return *this;} /** *

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. *

*/ inline const AwsCredentials& GetUploadCredentials() const{ return m_uploadCredentials; } /** *

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. *

*/ inline void SetUploadCredentials(const AwsCredentials& value) { m_uploadCredentials = value; } /** *

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. *

*/ inline void SetUploadCredentials(AwsCredentials&& value) { m_uploadCredentials = std::move(value); } /** *

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. *

*/ inline CreateBuildResult& WithUploadCredentials(const AwsCredentials& value) { SetUploadCredentials(value); return *this;} /** *

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. *

*/ inline CreateBuildResult& WithUploadCredentials(AwsCredentials&& value) { SetUploadCredentials(std::move(value)); return *this;} /** *

Amazon S3 location for your game build file, including bucket name and * key.

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

Amazon S3 location for your game build file, including bucket name and * key.

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

Amazon S3 location for your game build file, including bucket name and * key.

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

Amazon S3 location for your game build file, including bucket name and * key.

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

Amazon S3 location for your game build file, including bucket name and * key.

*/ inline CreateBuildResult& WithStorageLocation(S3Location&& value) { SetStorageLocation(std::move(value)); return *this;} inline const Aws::String& GetRequestId() const{ return m_requestId; } inline void SetRequestId(const Aws::String& value) { m_requestId = value; } inline void SetRequestId(Aws::String&& value) { m_requestId = std::move(value); } inline void SetRequestId(const char* value) { m_requestId.assign(value); } inline CreateBuildResult& WithRequestId(const Aws::String& value) { SetRequestId(value); return *this;} inline CreateBuildResult& WithRequestId(Aws::String&& value) { SetRequestId(std::move(value)); return *this;} inline CreateBuildResult& WithRequestId(const char* value) { SetRequestId(value); return *this;} private: Build m_build; AwsCredentials m_uploadCredentials; S3Location m_storageLocation; Aws::String m_requestId; }; } // namespace Model } // namespace GameLift } // namespace Aws