/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Properties describing a Realtime script. Related actions See Also:
AWS API
* Reference
A unique identifier for the Realtime script
*/ inline const Aws::String& GetScriptId() const{ return m_scriptId; } /** *A unique identifier for the Realtime script
*/ inline bool ScriptIdHasBeenSet() const { return m_scriptIdHasBeenSet; } /** *A unique identifier for the Realtime script
*/ inline void SetScriptId(const Aws::String& value) { m_scriptIdHasBeenSet = true; m_scriptId = value; } /** *A unique identifier for the Realtime script
*/ inline void SetScriptId(Aws::String&& value) { m_scriptIdHasBeenSet = true; m_scriptId = std::move(value); } /** *A unique identifier for the Realtime script
*/ inline void SetScriptId(const char* value) { m_scriptIdHasBeenSet = true; m_scriptId.assign(value); } /** *A unique identifier for the Realtime script
*/ inline Script& WithScriptId(const Aws::String& value) { SetScriptId(value); return *this;} /** *A unique identifier for the Realtime script
*/ inline Script& WithScriptId(Aws::String&& value) { SetScriptId(std::move(value)); return *this;} /** *A unique identifier for the Realtime script
*/ inline Script& WithScriptId(const char* value) { SetScriptId(value); return *this;} /** *The Amazon Resource Name (ARN) * that is assigned to a Amazon GameLift script resource and uniquely identifies * it. ARNs are unique across all Regions. In a GameLift script ARN, the resource * ID matches the ScriptId value.
*/ inline const Aws::String& GetScriptArn() const{ return m_scriptArn; } /** *The Amazon Resource Name (ARN) * that is assigned to a Amazon GameLift script resource and uniquely identifies * it. ARNs are unique across all Regions. In a GameLift script ARN, the resource * ID matches the ScriptId value.
*/ inline bool ScriptArnHasBeenSet() const { return m_scriptArnHasBeenSet; } /** *The Amazon Resource Name (ARN) * that is assigned to a Amazon GameLift script resource and uniquely identifies * it. ARNs are unique across all Regions. In a GameLift script ARN, the resource * ID matches the ScriptId value.
*/ inline void SetScriptArn(const Aws::String& value) { m_scriptArnHasBeenSet = true; m_scriptArn = value; } /** *The Amazon Resource Name (ARN) * that is assigned to a Amazon GameLift script resource and uniquely identifies * it. ARNs are unique across all Regions. In a GameLift script ARN, the resource * ID matches the ScriptId value.
*/ inline void SetScriptArn(Aws::String&& value) { m_scriptArnHasBeenSet = true; m_scriptArn = std::move(value); } /** *The Amazon Resource Name (ARN) * that is assigned to a Amazon GameLift script resource and uniquely identifies * it. ARNs are unique across all Regions. In a GameLift script ARN, the resource * ID matches the ScriptId value.
*/ inline void SetScriptArn(const char* value) { m_scriptArnHasBeenSet = true; m_scriptArn.assign(value); } /** *The Amazon Resource Name (ARN) * that is assigned to a Amazon GameLift script resource and uniquely identifies * it. ARNs are unique across all Regions. In a GameLift script ARN, the resource * ID matches the ScriptId value.
*/ inline Script& WithScriptArn(const Aws::String& value) { SetScriptArn(value); return *this;} /** *The Amazon Resource Name (ARN) * that is assigned to a Amazon GameLift script resource and uniquely identifies * it. ARNs are unique across all Regions. In a GameLift script ARN, the resource * ID matches the ScriptId value.
*/ inline Script& WithScriptArn(Aws::String&& value) { SetScriptArn(std::move(value)); return *this;} /** *The Amazon Resource Name (ARN) * that is assigned to a Amazon GameLift script resource and uniquely identifies * it. ARNs are unique across all Regions. In a GameLift script ARN, the resource * ID matches the ScriptId value.
*/ inline Script& WithScriptArn(const char* value) { SetScriptArn(value); return *this;} /** *A descriptive label that is associated with a script. Script names don't need * to be unique.
*/ inline const Aws::String& GetName() const{ return m_name; } /** *A descriptive label that is associated with a script. Script names don't need * to be unique.
*/ inline bool NameHasBeenSet() const { return m_nameHasBeenSet; } /** *A descriptive label that is associated with a script. Script names don't need * to be unique.
*/ inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; } /** *A descriptive label that is associated with a script. Script names don't need * to be unique.
*/ inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); } /** *A descriptive label that is associated with a script. Script names don't need * to be unique.
*/ inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); } /** *A descriptive label that is associated with a script. Script names don't need * to be unique.
*/ inline Script& WithName(const Aws::String& value) { SetName(value); return *this;} /** *A descriptive label that is associated with a script. Script names don't need * to be unique.
*/ inline Script& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;} /** *A descriptive label that is associated with a script. Script names don't need * to be unique.
*/ inline Script& 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 Script& 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 Script& 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 Script& WithVersion(const char* value) { SetVersion(value); return *this;} /** *The file size of the uploaded Realtime script, expressed in bytes. When files * are uploaded from an S3 location, this value remains at "0".
*/ inline long long GetSizeOnDisk() const{ return m_sizeOnDisk; } /** *The file size of the uploaded Realtime script, expressed in bytes. When files * are uploaded from an S3 location, this value remains at "0".
*/ inline bool SizeOnDiskHasBeenSet() const { return m_sizeOnDiskHasBeenSet; } /** *The file size of the uploaded Realtime script, expressed in bytes. When files * are uploaded from an S3 location, this value remains at "0".
*/ inline void SetSizeOnDisk(long long value) { m_sizeOnDiskHasBeenSet = true; m_sizeOnDisk = value; } /** *The file size of the uploaded Realtime script, expressed in bytes. When files * are uploaded from an S3 location, this value remains at "0".
*/ inline Script& WithSizeOnDisk(long long value) { SetSizeOnDisk(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 location of the Amazon S3 bucket where a zipped file containing your
* Realtime scripts is stored. The storage location must specify the Amazon S3
* bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
* GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
* same Region where you want to create a new script. By default, Amazon GameLift
* uploads the latest version of the zip file; if you have S3 object versioning
* turned on, you can use the ObjectVersion
parameter to specify an
* earlier version.
The location of the Amazon S3 bucket where a zipped file containing your
* Realtime scripts is stored. The storage location must specify the Amazon S3
* bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
* GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
* same Region where you want to create a new script. By default, Amazon GameLift
* uploads the latest version of the zip file; if you have S3 object versioning
* turned on, you can use the ObjectVersion
parameter to specify an
* earlier version.
The location of the Amazon S3 bucket where a zipped file containing your
* Realtime scripts is stored. The storage location must specify the Amazon S3
* bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
* GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
* same Region where you want to create a new script. By default, Amazon GameLift
* uploads the latest version of the zip file; if you have S3 object versioning
* turned on, you can use the ObjectVersion
parameter to specify an
* earlier version.
The location of the Amazon S3 bucket where a zipped file containing your
* Realtime scripts is stored. The storage location must specify the Amazon S3
* bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
* GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
* same Region where you want to create a new script. By default, Amazon GameLift
* uploads the latest version of the zip file; if you have S3 object versioning
* turned on, you can use the ObjectVersion
parameter to specify an
* earlier version.
The location of the Amazon S3 bucket where a zipped file containing your
* Realtime scripts is stored. The storage location must specify the Amazon S3
* bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
* GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
* same Region where you want to create a new script. By default, Amazon GameLift
* uploads the latest version of the zip file; if you have S3 object versioning
* turned on, you can use the ObjectVersion
parameter to specify an
* earlier version.
The location of the Amazon S3 bucket where a zipped file containing your
* Realtime scripts is stored. The storage location must specify the Amazon S3
* bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
* GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
* same Region where you want to create a new script. By default, Amazon GameLift
* uploads the latest version of the zip file; if you have S3 object versioning
* turned on, you can use the ObjectVersion
parameter to specify an
* earlier version.