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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/gamelift/model/BuildStatus.h>
#include <aws/gamelift/model/OperatingSystem.h>
#include <aws/core/utils/DateTime.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Properties describing a custom game build.</p> <p> <b>Related operations</b>
* </p> <ul> <li> <p> <a>CreateBuild</a> </p> </li> <li> <p> <a>ListBuilds</a> </p>
* </li> <li> <p> <a>DescribeBuild</a> </p> </li> <li> <p> <a>UpdateBuild</a> </p>
* </li> <li> <p> <a>DeleteBuild</a> </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Build">AWS API
* Reference</a></p>
*/
class AWS_GAMELIFT_API Build
{
public:
Build();
Build(Aws::Utils::Json::JsonView jsonValue);
Build& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>A unique identifier for a build.</p>
*/
inline const Aws::String& GetBuildId() const{ return m_buildId; }
/**
* <p>A unique identifier for a build.</p>
*/
inline bool BuildIdHasBeenSet() const { return m_buildIdHasBeenSet; }
/**
* <p>A unique identifier for a build.</p>
*/
inline void SetBuildId(const Aws::String& value) { m_buildIdHasBeenSet = true; m_buildId = value; }
/**
* <p>A unique identifier for a build.</p>
*/
inline void SetBuildId(Aws::String&& value) { m_buildIdHasBeenSet = true; m_buildId = std::move(value); }
/**
* <p>A unique identifier for a build.</p>
*/
inline void SetBuildId(const char* value) { m_buildIdHasBeenSet = true; m_buildId.assign(value); }
/**
* <p>A unique identifier for a build.</p>
*/
inline Build& WithBuildId(const Aws::String& value) { SetBuildId(value); return *this;}
/**
* <p>A unique identifier for a build.</p>
*/
inline Build& WithBuildId(Aws::String&& value) { SetBuildId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a build.</p>
*/
inline Build& WithBuildId(const char* value) { SetBuildId(value); return *this;}
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* that is assigned to a GameLift build resource and uniquely identifies it. ARNs
* are unique across all Regions. In a GameLift build ARN, the resource ID matches
* the <i>BuildId</i> value.</p>
*/
inline const Aws::String& GetBuildArn() const{ return m_buildArn; }
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* that is assigned to a GameLift build resource and uniquely identifies it. ARNs
* are unique across all Regions. In a GameLift build ARN, the resource ID matches
* the <i>BuildId</i> value.</p>
*/
inline bool BuildArnHasBeenSet() const { return m_buildArnHasBeenSet; }
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* that is assigned to a GameLift build resource and uniquely identifies it. ARNs
* are unique across all Regions. In a GameLift build ARN, the resource ID matches
* the <i>BuildId</i> value.</p>
*/
inline void SetBuildArn(const Aws::String& value) { m_buildArnHasBeenSet = true; m_buildArn = value; }
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* that is assigned to a GameLift build resource and uniquely identifies it. ARNs
* are unique across all Regions. In a GameLift build ARN, the resource ID matches
* the <i>BuildId</i> value.</p>
*/
inline void SetBuildArn(Aws::String&& value) { m_buildArnHasBeenSet = true; m_buildArn = std::move(value); }
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* that is assigned to a GameLift build resource and uniquely identifies it. ARNs
* are unique across all Regions. In a GameLift build ARN, the resource ID matches
* the <i>BuildId</i> value.</p>
*/
inline void SetBuildArn(const char* value) { m_buildArnHasBeenSet = true; m_buildArn.assign(value); }
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* that is assigned to a GameLift build resource and uniquely identifies it. ARNs
* are unique across all Regions. In a GameLift build ARN, the resource ID matches
* the <i>BuildId</i> value.</p>
*/
inline Build& WithBuildArn(const Aws::String& value) { SetBuildArn(value); return *this;}
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* that is assigned to a GameLift build resource and uniquely identifies it. ARNs
* are unique across all Regions. In a GameLift build ARN, the resource ID matches
* the <i>BuildId</i> value.</p>
*/
inline Build& WithBuildArn(Aws::String&& value) { SetBuildArn(std::move(value)); return *this;}
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* that is assigned to a GameLift build resource and uniquely identifies it. ARNs
* are unique across all Regions. In a GameLift build ARN, the resource ID matches
* the <i>BuildId</i> value.</p>
*/
inline Build& WithBuildArn(const char* value) { SetBuildArn(value); return *this;}
/**
* <p>A descriptive label that is associated with a build. Build names do not need
* to be unique. It can be set using <a>CreateBuild</a> or <a>UpdateBuild</a>.</p>
*/
inline const Aws::String& GetName() const{ return m_name; }
/**
* <p>A descriptive label that is associated with a build. Build names do not need
* to be unique. It can be set using <a>CreateBuild</a> or <a>UpdateBuild</a>.</p>
*/
inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
/**
* <p>A descriptive label that is associated with a build. Build names do not need
* to be unique. It can be set using <a>CreateBuild</a> or <a>UpdateBuild</a>.</p>
*/
inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
/**
* <p>A descriptive label that is associated with a build. Build names do not need
* to be unique. It can be set using <a>CreateBuild</a> or <a>UpdateBuild</a>.</p>
*/
inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
/**
* <p>A descriptive label that is associated with a build. Build names do not need
* to be unique. It can be set using <a>CreateBuild</a> or <a>UpdateBuild</a>.</p>
*/
inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
/**
* <p>A descriptive label that is associated with a build. Build names do not need
* to be unique. It can be set using <a>CreateBuild</a> or <a>UpdateBuild</a>.</p>
*/
inline Build& WithName(const Aws::String& value) { SetName(value); return *this;}
/**
* <p>A descriptive label that is associated with a build. Build names do not need
* to be unique. It can be set using <a>CreateBuild</a> or <a>UpdateBuild</a>.</p>
*/
inline Build& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
/**
* <p>A descriptive label that is associated with a build. Build names do not need
* to be unique. It can be set using <a>CreateBuild</a> or <a>UpdateBuild</a>.</p>
*/
inline Build& WithName(const char* value) { SetName(value); return *this;}
/**
* <p>Version information that is associated with a build or script. Version
* strings do not need to be unique. This value can be set using <a>CreateBuild</a>
* or <a>UpdateBuild</a>.</p>
*/
inline const Aws::String& GetVersion() const{ return m_version; }
/**
* <p>Version information that is associated with a build or script. Version
* strings do not need to be unique. This value can be set using <a>CreateBuild</a>
* or <a>UpdateBuild</a>.</p>
*/
inline bool VersionHasBeenSet() const { return m_versionHasBeenSet; }
/**
* <p>Version information that is associated with a build or script. Version
* strings do not need to be unique. This value can be set using <a>CreateBuild</a>
* or <a>UpdateBuild</a>.</p>
*/
inline void SetVersion(const Aws::String& value) { m_versionHasBeenSet = true; m_version = value; }
/**
* <p>Version information that is associated with a build or script. Version
* strings do not need to be unique. This value can be set using <a>CreateBuild</a>
* or <a>UpdateBuild</a>.</p>
*/
inline void SetVersion(Aws::String&& value) { m_versionHasBeenSet = true; m_version = std::move(value); }
/**
* <p>Version information that is associated with a build or script. Version
* strings do not need to be unique. This value can be set using <a>CreateBuild</a>
* or <a>UpdateBuild</a>.</p>
*/
inline void SetVersion(const char* value) { m_versionHasBeenSet = true; m_version.assign(value); }
/**
* <p>Version information that is associated with a build or script. Version
* strings do not need to be unique. This value can be set using <a>CreateBuild</a>
* or <a>UpdateBuild</a>.</p>
*/
inline Build& WithVersion(const Aws::String& value) { SetVersion(value); return *this;}
/**
* <p>Version information that is associated with a build or script. Version
* strings do not need to be unique. This value can be set using <a>CreateBuild</a>
* or <a>UpdateBuild</a>.</p>
*/
inline Build& WithVersion(Aws::String&& value) { SetVersion(std::move(value)); return *this;}
/**
* <p>Version information that is associated with a build or script. Version
* strings do not need to be unique. This value can be set using <a>CreateBuild</a>
* or <a>UpdateBuild</a>.</p>
*/
inline Build& WithVersion(const char* value) { SetVersion(value); return *this;}
/**
* <p>Current status of the build.</p> <p>Possible build statuses include the
* following:</p> <ul> <li> <p> <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. </p> </li> <li> <p> <b>READY</b> -- The game build has been
* successfully uploaded. You can now create new fleets for this build.</p> </li>
* <li> <p> <b>FAILED</b> -- The game build upload failed. You cannot create new
* fleets for this build. </p> </li> </ul>
*/
inline const BuildStatus& GetStatus() const{ return m_status; }
/**
* <p>Current status of the build.</p> <p>Possible build statuses include the
* following:</p> <ul> <li> <p> <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. </p> </li> <li> <p> <b>READY</b> -- The game build has been
* successfully uploaded. You can now create new fleets for this build.</p> </li>
* <li> <p> <b>FAILED</b> -- The game build upload failed. You cannot create new
* fleets for this build. </p> </li> </ul>
*/
inline bool StatusHasBeenSet() const { return m_statusHasBeenSet; }
/**
* <p>Current status of the build.</p> <p>Possible build statuses include the
* following:</p> <ul> <li> <p> <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. </p> </li> <li> <p> <b>READY</b> -- The game build has been
* successfully uploaded. You can now create new fleets for this build.</p> </li>
* <li> <p> <b>FAILED</b> -- The game build upload failed. You cannot create new
* fleets for this build. </p> </li> </ul>
*/
inline void SetStatus(const BuildStatus& value) { m_statusHasBeenSet = true; m_status = value; }
/**
* <p>Current status of the build.</p> <p>Possible build statuses include the
* following:</p> <ul> <li> <p> <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. </p> </li> <li> <p> <b>READY</b> -- The game build has been
* successfully uploaded. You can now create new fleets for this build.</p> </li>
* <li> <p> <b>FAILED</b> -- The game build upload failed. You cannot create new
* fleets for this build. </p> </li> </ul>
*/
inline void SetStatus(BuildStatus&& value) { m_statusHasBeenSet = true; m_status = std::move(value); }
/**
* <p>Current status of the build.</p> <p>Possible build statuses include the
* following:</p> <ul> <li> <p> <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. </p> </li> <li> <p> <b>READY</b> -- The game build has been
* successfully uploaded. You can now create new fleets for this build.</p> </li>
* <li> <p> <b>FAILED</b> -- The game build upload failed. You cannot create new
* fleets for this build. </p> </li> </ul>
*/
inline Build& WithStatus(const BuildStatus& value) { SetStatus(value); return *this;}
/**
* <p>Current status of the build.</p> <p>Possible build statuses include the
* following:</p> <ul> <li> <p> <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. </p> </li> <li> <p> <b>READY</b> -- The game build has been
* successfully uploaded. You can now create new fleets for this build.</p> </li>
* <li> <p> <b>FAILED</b> -- The game build upload failed. You cannot create new
* fleets for this build. </p> </li> </ul>
*/
inline Build& WithStatus(BuildStatus&& value) { SetStatus(std::move(value)); return *this;}
/**
* <p>File size of the uploaded game build, expressed in bytes. When the build
* status is <code>INITIALIZED</code>, this value is 0.</p>
*/
inline long long GetSizeOnDisk() const{ return m_sizeOnDisk; }
/**
* <p>File size of the uploaded game build, expressed in bytes. When the build
* status is <code>INITIALIZED</code>, this value is 0.</p>
*/
inline bool SizeOnDiskHasBeenSet() const { return m_sizeOnDiskHasBeenSet; }
/**
* <p>File size of the uploaded game build, expressed in bytes. When the build
* status is <code>INITIALIZED</code>, this value is 0.</p>
*/
inline void SetSizeOnDisk(long long value) { m_sizeOnDiskHasBeenSet = true; m_sizeOnDisk = value; }
/**
* <p>File size of the uploaded game build, expressed in bytes. When the build
* status is <code>INITIALIZED</code>, this value is 0.</p>
*/
inline Build& WithSizeOnDisk(long long value) { SetSizeOnDisk(value); return *this;}
/**
* <p>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.</p>
*/
inline const OperatingSystem& GetOperatingSystem() const{ return m_operatingSystem; }
/**
* <p>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.</p>
*/
inline bool OperatingSystemHasBeenSet() const { return m_operatingSystemHasBeenSet; }
/**
* <p>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.</p>
*/
inline void SetOperatingSystem(const OperatingSystem& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = value; }
/**
* <p>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.</p>
*/
inline void SetOperatingSystem(OperatingSystem&& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = std::move(value); }
/**
* <p>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.</p>
*/
inline Build& WithOperatingSystem(const OperatingSystem& value) { SetOperatingSystem(value); return *this;}
/**
* <p>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.</p>
*/
inline Build& WithOperatingSystem(OperatingSystem&& value) { SetOperatingSystem(std::move(value)); return *this;}
/**
* <p>Time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
*/
inline const Aws::Utils::DateTime& GetCreationTime() const{ return m_creationTime; }
/**
* <p>Time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
*/
inline bool CreationTimeHasBeenSet() const { return m_creationTimeHasBeenSet; }
/**
* <p>Time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
*/
inline void SetCreationTime(const Aws::Utils::DateTime& value) { m_creationTimeHasBeenSet = true; m_creationTime = value; }
/**
* <p>Time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
*/
inline void SetCreationTime(Aws::Utils::DateTime&& value) { m_creationTimeHasBeenSet = true; m_creationTime = std::move(value); }
/**
* <p>Time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
*/
inline Build& WithCreationTime(const Aws::Utils::DateTime& value) { SetCreationTime(value); return *this;}
/**
* <p>Time stamp indicating when this data object was created. Format is a number
* expressed in Unix time as milliseconds (for example "1469498468.057").</p>
*/
inline Build& WithCreationTime(Aws::Utils::DateTime&& value) { SetCreationTime(std::move(value)); return *this;}
private:
Aws::String m_buildId;
bool m_buildIdHasBeenSet;
Aws::String m_buildArn;
bool m_buildArnHasBeenSet;
Aws::String m_name;
bool m_nameHasBeenSet;
Aws::String m_version;
bool m_versionHasBeenSet;
BuildStatus m_status;
bool m_statusHasBeenSet;
long long m_sizeOnDisk;
bool m_sizeOnDiskHasBeenSet;
OperatingSystem m_operatingSystem;
bool m_operatingSystemHasBeenSet;
Aws::Utils::DateTime m_creationTime;
bool m_creationTimeHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws