/*
* 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
{
///
/// Properties describing a custom game build.
///
///
///
/// All
/// APIs by task
///
///
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;
///
/// Gets and sets the property BuildArn.
///
/// The Amazon Resource Name (ARN)
/// assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs are
/// unique across all Regions. Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
.
/// In a GameLift build ARN, the resource ID matches the BuildId value.
///
///
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;
}
///
/// Gets and sets the property BuildId.
///
/// A unique identifier for the build.
///
///
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;
}
///
/// Gets and sets the property CreationTime.
///
/// A time stamp indicating when this data object was created. Format is a number expressed
/// in Unix time as milliseconds (for example "1469498468.057"
).
///
///
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;
}
///
/// Gets and sets the property Name.
///
/// A descriptive label associated with a build. Build names don't need to be unique.
/// It can be set using CreateBuild
/// or UpdateBuild.
///
///
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;
}
///
/// Gets and sets the property OperatingSystem.
///
/// 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.
///
///
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;
}
///
/// Gets and sets the property ServerSdkVersion.
///
/// The Amazon GameLift Server SDK version used to develop your game server.
///
///
[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;
}
///
/// Gets and sets the property SizeOnDisk.
///
/// File size of the uploaded game build, expressed in bytes. When the build status is
/// INITIALIZED
or when using a custom Amazon S3 storage location, this value
/// is 0.
///
///
[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;
}
///
/// Gets and sets the property Status.
///
/// Current status of the build.
///
///
///
/// Possible build statuses include the following:
///
/// -
///
/// INITIALIZED -- 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.
///
///
-
///
/// READY -- The game build has been successfully uploaded. You can now create
/// new fleets for this build.
///
///
-
///
/// FAILED -- The game build upload failed. You cannot create new fleets for this
/// build.
///
///
///
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;
}
///
/// Gets and sets the property Version.
///
/// Version information associated with a build or script. Version strings don't need
/// to be unique.
///
///
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;
}
}
}