/* * Copyright 2018-2023 Amazon.com, Inc. or its affiliates. All Rights Reserved. * * Licensed under the Apache License, Version 2.0 (the "License"). You may not use this file except in compliance with * the License. A copy of the License is located at * * http://aws.amazon.com/apache2.0 * * or in the "license" file accompanying this file. This file is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR * CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions * and limitations under the License. */ package com.amazonaws.services.gamelift.model; import java.io.Serializable; import javax.annotation.Generated; import com.amazonaws.AmazonWebServiceRequest; /** * * @see AWS API * Documentation */ @Generated("com.amazonaws:aws-java-sdk-code-generator") public class CreateBuildRequest extends com.amazonaws.AmazonWebServiceRequest implements Serializable, Cloneable { /** *
* A descriptive label associated with a build. Build names don't need to be unique. You can change this value * later. *
*/ private String name; /** ** Version information associated with a build or script. Version strings don't need to be unique. You can change * this value later. *
*/ private String version; /** ** 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.
*
* 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. *
** 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. *
*/ private java.util.List
* 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
.
*
* A descriptive label associated with a build. Build names don't need to be unique. You can change this value * later. *
* * @param name * A descriptive label associated with a build. Build names don't need to be unique. You can change this * value later. */ public void setName(String name) { this.name = name; } /** ** A descriptive label associated with a build. Build names don't need to be unique. You can change this value * later. *
* * @return A descriptive label associated with a build. Build names don't need to be unique. You can change this * value later. */ public String getName() { return this.name; } /** ** A descriptive label associated with a build. Build names don't need to be unique. You can change this value * later. *
* * @param name * A descriptive label associated with a build. Build names don't need to be unique. You can change this * value later. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateBuildRequest withName(String name) { setName(name); return this; } /** ** Version information associated with a build or script. Version strings don't need to be unique. You can change * this value later. *
* * @param version * Version information associated with a build or script. Version strings don't need to be unique. You can * change this value later. */ public void setVersion(String version) { this.version = version; } /** ** Version information associated with a build or script. Version strings don't need to be unique. You can change * this value later. *
* * @return Version information associated with a build or script. Version strings don't need to be unique. You can * change this value later. */ public String getVersion() { return this.version; } /** ** Version information associated with a build or script. Version strings don't need to be unique. You can change * this value later. *
* * @param version * Version information associated with a build or script. Version strings don't need to be unique. You can * change this value later. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateBuildRequest withVersion(String version) { setVersion(version); 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.
*
* 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.
*/
public void setStorageLocation(S3Location storageLocation) {
this.storageLocation = 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.
*
* 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.
*/
public S3Location getStorageLocation() {
return this.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.
*
* 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.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateBuildRequest withStorageLocation(S3Location storageLocation) {
setStorageLocation(storageLocation);
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. *
** 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. *
* @see OperatingSystem */ public void setOperatingSystem(String operatingSystem) { this.operatingSystem = 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. *
** 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. *
* @see OperatingSystem */ public String getOperatingSystem() { return this.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. *
** 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. *
* @return Returns a reference to this object so that method calls can be chained together. * @see OperatingSystem */ public CreateBuildRequest withOperatingSystem(String operatingSystem) { setOperatingSystem(operatingSystem); 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. *
** 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. *
* @see OperatingSystem */ public void setOperatingSystem(OperatingSystem operatingSystem) { withOperatingSystem(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. *
** 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. *
* @return Returns a reference to this object so that method calls can be chained together. * @see OperatingSystem */ public CreateBuildRequest withOperatingSystem(OperatingSystem operatingSystem) { this.operatingSystem = operatingSystem.toString(); 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. *
* * @return 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. */ public java.util.List* 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. *
* * @param 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. */ public void setTags(java.util.Collection* 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. *
** NOTE: This method appends the values to the existing list (if any). Use * {@link #setTags(java.util.Collection)} or {@link #withTags(java.util.Collection)} if you want to override the * existing values. *
* * @param 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. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateBuildRequest withTags(Tag... tags) { if (this.tags == null) { setTags(new java.util.ArrayList* 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. *
* * @param 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. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateBuildRequest withTags(java.util.Collection
* 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
.
*
4.0.2
.
*/
public void setServerSdkVersion(String serverSdkVersion) {
this.serverSdkVersion = 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
.
*
4.0.2
.
*/
public String getServerSdkVersion() {
return this.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
.
*
4.0.2
.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateBuildRequest withServerSdkVersion(String serverSdkVersion) {
setServerSdkVersion(serverSdkVersion);
return this;
}
/**
* Returns a string representation of this object. This is useful for testing and debugging. Sensitive data will be
* redacted from this string using a placeholder value.
*
* @return A string representation of this object.
*
* @see java.lang.Object#toString()
*/
@Override
public String toString() {
StringBuilder sb = new StringBuilder();
sb.append("{");
if (getName() != null)
sb.append("Name: ").append(getName()).append(",");
if (getVersion() != null)
sb.append("Version: ").append(getVersion()).append(",");
if (getStorageLocation() != null)
sb.append("StorageLocation: ").append(getStorageLocation()).append(",");
if (getOperatingSystem() != null)
sb.append("OperatingSystem: ").append(getOperatingSystem()).append(",");
if (getTags() != null)
sb.append("Tags: ").append(getTags()).append(",");
if (getServerSdkVersion() != null)
sb.append("ServerSdkVersion: ").append(getServerSdkVersion());
sb.append("}");
return sb.toString();
}
@Override
public boolean equals(Object obj) {
if (this == obj)
return true;
if (obj == null)
return false;
if (obj instanceof CreateBuildRequest == false)
return false;
CreateBuildRequest other = (CreateBuildRequest) obj;
if (other.getName() == null ^ this.getName() == null)
return false;
if (other.getName() != null && other.getName().equals(this.getName()) == false)
return false;
if (other.getVersion() == null ^ this.getVersion() == null)
return false;
if (other.getVersion() != null && other.getVersion().equals(this.getVersion()) == false)
return false;
if (other.getStorageLocation() == null ^ this.getStorageLocation() == null)
return false;
if (other.getStorageLocation() != null && other.getStorageLocation().equals(this.getStorageLocation()) == false)
return false;
if (other.getOperatingSystem() == null ^ this.getOperatingSystem() == null)
return false;
if (other.getOperatingSystem() != null && other.getOperatingSystem().equals(this.getOperatingSystem()) == false)
return false;
if (other.getTags() == null ^ this.getTags() == null)
return false;
if (other.getTags() != null && other.getTags().equals(this.getTags()) == false)
return false;
if (other.getServerSdkVersion() == null ^ this.getServerSdkVersion() == null)
return false;
if (other.getServerSdkVersion() != null && other.getServerSdkVersion().equals(this.getServerSdkVersion()) == false)
return false;
return true;
}
@Override
public int hashCode() {
final int prime = 31;
int hashCode = 1;
hashCode = prime * hashCode + ((getName() == null) ? 0 : getName().hashCode());
hashCode = prime * hashCode + ((getVersion() == null) ? 0 : getVersion().hashCode());
hashCode = prime * hashCode + ((getStorageLocation() == null) ? 0 : getStorageLocation().hashCode());
hashCode = prime * hashCode + ((getOperatingSystem() == null) ? 0 : getOperatingSystem().hashCode());
hashCode = prime * hashCode + ((getTags() == null) ? 0 : getTags().hashCode());
hashCode = prime * hashCode + ((getServerSdkVersion() == null) ? 0 : getServerSdkVersion().hashCode());
return hashCode;
}
@Override
public CreateBuildRequest clone() {
return (CreateBuildRequest) super.clone();
}
}