/* * 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 { /// /// Container for the parameters to the CreateBuild operation. /// Creates a new Amazon GameLift build resource for your game server binary files. Combine /// game server binaries into a zip file for use with Amazon GameLift. /// /// /// /// When setting up a new game build for Amazon GameLift, we recommend using the CLI command /// upload-build /// . This helper command combines two tasks: (1) it uploads your build files from /// a file directory to an Amazon GameLift Amazon S3 location, and (2) it creates a new /// build resource. /// /// /// /// You can use the CreateBuild operation in the following scenarios: /// /// /// /// If successful, this operation creates a new build resource with a unique build ID /// and places it in INITIALIZED status. A build must be in READY /// status before you can create fleets with it. /// /// /// /// Learn more /// /// /// /// Uploading /// Your Game /// /// /// /// /// Create a Build with Files in Amazon S3 /// /// /// /// All /// APIs by task /// /// public partial class CreateBuildRequest : AmazonGameLiftRequest { private string _name; private OperatingSystem _operatingSystem; private string _serverSdkVersion; private S3Location _storageLocation; private List _tags = new List(); private string _version; /// /// Gets and sets the property Name. /// /// A descriptive label associated with a build. Build names don't need to be unique. /// You can change this value later. /// /// [AWSProperty(Min=1, Max=1024)] 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. /// /// 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. /// /// /// 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. /// /// 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. /// /// [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 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. /// /// public S3Location StorageLocation { get { return this._storageLocation; } set { this._storageLocation = value; } } // Check to see if StorageLocation property is set internal bool IsSetStorageLocation() { return this._storageLocation != null; } /// /// Gets and sets the property 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. /// /// [AWSProperty(Min=0, Max=200)] public List Tags { get { return this._tags; } set { this._tags = value; } } // Check to see if Tags property is set internal bool IsSetTags() { return this._tags != null && this._tags.Count > 0; } /// /// Gets and sets the property Version. /// /// Version information associated with a build or script. Version strings don't need /// to be unique. You can change this value later. /// /// [AWSProperty(Min=1, Max=1024)] 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; } } }