/* * Copyright 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. */ /* * Do not modify this file. This file is generated from the gamelift-2015-10-01.normal.json service model. */ using System; using System.Collections.Generic; using System.Xml.Serialization; using System.Text; using System.IO; using System.Net; using Amazon.Runtime; using Amazon.Runtime.Internal; namespace Amazon.GameLift.Model { /// <summary> /// Properties describing a custom game build. /// /// /// <para> /// <a href="https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets">All /// APIs by task</a> /// </para> /// </summary> public partial class Build { private string _buildArn; private string _buildId; private DateTime? _creationTime; private string _name; private OperatingSystem _operatingSystem; private string _serverSdkVersion; private long? _sizeOnDisk; private BuildStatus _status; private string _version; /// <summary> /// Gets and sets the property BuildArn. /// <para> /// The Amazon Resource Name (<a href="https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html">ARN</a>) /// assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs are /// unique across all Regions. Format is <code>arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912</code>. /// In a GameLift build ARN, the resource ID matches the <i>BuildId</i> value. /// </para> /// </summary> public string BuildArn { get { return this._buildArn; } set { this._buildArn = value; } } // Check to see if BuildArn property is set internal bool IsSetBuildArn() { return this._buildArn != null; } /// <summary> /// Gets and sets the property BuildId. /// <para> /// A unique identifier for the build. /// </para> /// </summary> public string BuildId { get { return this._buildId; } set { this._buildId = value; } } // Check to see if BuildId property is set internal bool IsSetBuildId() { return this._buildId != null; } /// <summary> /// Gets and sets the property CreationTime. /// <para> /// A time stamp indicating when this data object was created. Format is a number expressed /// in Unix time as milliseconds (for example <code>"1469498468.057"</code>). /// </para> /// </summary> public DateTime CreationTime { get { return this._creationTime.GetValueOrDefault(); } set { this._creationTime = value; } } // Check to see if CreationTime property is set internal bool IsSetCreationTime() { return this._creationTime.HasValue; } /// <summary> /// Gets and sets the property Name. /// <para> /// A descriptive label associated with a build. Build names don't need to be unique. /// It can be set using <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateBuild.html">CreateBuild</a> /// or <a href="https://docs.aws.amazon.com/gamelift/latest/apireference/UpdateBuild">UpdateBuild</a>. /// </para> /// </summary> public string Name { get { return this._name; } set { this._name = value; } } // Check to see if Name property is set internal bool IsSetName() { return this._name != null; } /// <summary> /// Gets and sets the property OperatingSystem. /// <para> /// 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. /// </para> /// </summary> public OperatingSystem OperatingSystem { get { return this._operatingSystem; } set { this._operatingSystem = value; } } // Check to see if OperatingSystem property is set internal bool IsSetOperatingSystem() { return this._operatingSystem != null; } /// <summary> /// Gets and sets the property ServerSdkVersion. /// <para> /// The Amazon GameLift Server SDK version used to develop your game server. /// </para> /// </summary> [AWSProperty(Max=128)] public string ServerSdkVersion { get { return this._serverSdkVersion; } set { this._serverSdkVersion = value; } } // Check to see if ServerSdkVersion property is set internal bool IsSetServerSdkVersion() { return this._serverSdkVersion != null; } /// <summary> /// Gets and sets the property SizeOnDisk. /// <para> /// File size of the uploaded game build, expressed in bytes. When the build status is /// <code>INITIALIZED</code> or when using a custom Amazon S3 storage location, this value /// is 0. /// </para> /// </summary> [AWSProperty(Min=1)] public long SizeOnDisk { get { return this._sizeOnDisk.GetValueOrDefault(); } set { this._sizeOnDisk = value; } } // Check to see if SizeOnDisk property is set internal bool IsSetSizeOnDisk() { return this._sizeOnDisk.HasValue; } /// <summary> /// Gets and sets the property Status. /// <para> /// Current status of the build. /// </para> /// /// <para> /// Possible build statuses include the following: /// </para> /// <ul> <li> /// <para> /// <b>INITIALIZED</b> -- 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. /// </para> /// </li> <li> /// <para> /// <b>READY</b> -- The game build has been successfully uploaded. You can now create /// new fleets for this build. /// </para> /// </li> <li> /// <para> /// <b>FAILED</b> -- The game build upload failed. You cannot create new fleets for this /// build. /// </para> /// </li> </ul> /// </summary> public BuildStatus Status { get { return this._status; } set { this._status = value; } } // Check to see if Status property is set internal bool IsSetStatus() { return this._status != null; } /// <summary> /// Gets and sets the property Version. /// <para> /// Version information associated with a build or script. Version strings don't need /// to be unique. /// </para> /// </summary> public string Version { get { return this._version; } set { this._version = value; } } // Check to see if Version property is set internal bool IsSetVersion() { return this._version != null; } } }