/*
 * 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:&lt;region&gt;::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;
        }

    }
}