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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/CreateBuildRequest.h

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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/gamelift/GameLiftRequest.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/gamelift/model/S3Location.h>
#include <aws/gamelift/model/OperatingSystem.h>
#include <aws/core/utils/memory/stl/AWSVector.h>
#include <aws/gamelift/model/Tag.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
* <p>Represents the input for a request action.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuildInput">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API CreateBuildRequest : public GameLiftRequest
{
public:
CreateBuildRequest();
// Service request name is the Operation name which will send this request out,
// each operation should has unique request name, so that we can get operation's name from this request.
// Note: this is not true for response, multiple operations may have the same response name,
// so we can not get operation's name from response.
inline virtual const char* GetServiceRequestName() const override { return "CreateBuild"; }
Aws::String SerializePayload() const override;
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
/**
* <p>A descriptive label that is associated with a build. Build names do not need
* to be unique. You can use <a>UpdateBuild</a> to change this value later. </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. You can use <a>UpdateBuild</a> to change this value later. </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. You can use <a>UpdateBuild</a> to change this value later. </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. You can use <a>UpdateBuild</a> to change this value later. </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. You can use <a>UpdateBuild</a> to change this value later. </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. You can use <a>UpdateBuild</a> to change this value later. </p>
*/
inline CreateBuildRequest& 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. You can use <a>UpdateBuild</a> to change this value later. </p>
*/
inline CreateBuildRequest& 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. You can use <a>UpdateBuild</a> to change this value later. </p>
*/
inline CreateBuildRequest& 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. You can use <a>UpdateBuild</a> to change this
* value later. </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. You can use <a>UpdateBuild</a> to change this
* value later. </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. You can use <a>UpdateBuild</a> to change this
* value later. </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. You can use <a>UpdateBuild</a> to change this
* value later. </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. You can use <a>UpdateBuild</a> to change this
* value later. </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. You can use <a>UpdateBuild</a> to change this
* value later. </p>
*/
inline CreateBuildRequest& 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. You can use <a>UpdateBuild</a> to change this
* value later. </p>
*/
inline CreateBuildRequest& 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. You can use <a>UpdateBuild</a> to change this
* value later. </p>
*/
inline CreateBuildRequest& WithVersion(const char* value) { SetVersion(value); return *this;}
/**
* <p>Information indicating where your game build files are stored. Use this
* parameter only when creating a build with files stored in an S3 bucket that you
* own. The storage location must specify an S3 bucket name and key. The location
* must also specify a role ARN that you set up to allow Amazon GameLift to access
* your S3 bucket. The S3 bucket and your new build must be in the same Region.</p>
*/
inline const S3Location& GetStorageLocation() const{ return m_storageLocation; }
/**
* <p>Information indicating where your game build files are stored. Use this
* parameter only when creating a build with files stored in an S3 bucket that you
* own. The storage location must specify an S3 bucket name and key. The location
* must also specify a role ARN that you set up to allow Amazon GameLift to access
* your S3 bucket. The S3 bucket and your new build must be in the same Region.</p>
*/
inline bool StorageLocationHasBeenSet() const { return m_storageLocationHasBeenSet; }
/**
* <p>Information indicating where your game build files are stored. Use this
* parameter only when creating a build with files stored in an S3 bucket that you
* own. The storage location must specify an S3 bucket name and key. The location
* must also specify a role ARN that you set up to allow Amazon GameLift to access
* your S3 bucket. The S3 bucket and your new build must be in the same Region.</p>
*/
inline void SetStorageLocation(const S3Location& value) { m_storageLocationHasBeenSet = true; m_storageLocation = value; }
/**
* <p>Information indicating where your game build files are stored. Use this
* parameter only when creating a build with files stored in an S3 bucket that you
* own. The storage location must specify an S3 bucket name and key. The location
* must also specify a role ARN that you set up to allow Amazon GameLift to access
* your S3 bucket. The S3 bucket and your new build must be in the same Region.</p>
*/
inline void SetStorageLocation(S3Location&& value) { m_storageLocationHasBeenSet = true; m_storageLocation = std::move(value); }
/**
* <p>Information indicating where your game build files are stored. Use this
* parameter only when creating a build with files stored in an S3 bucket that you
* own. The storage location must specify an S3 bucket name and key. The location
* must also specify a role ARN that you set up to allow Amazon GameLift to access
* your S3 bucket. The S3 bucket and your new build must be in the same Region.</p>
*/
inline CreateBuildRequest& WithStorageLocation(const S3Location& value) { SetStorageLocation(value); return *this;}
/**
* <p>Information indicating where your game build files are stored. Use this
* parameter only when creating a build with files stored in an S3 bucket that you
* own. The storage location must specify an S3 bucket name and key. The location
* must also specify a role ARN that you set up to allow Amazon GameLift to access
* your S3 bucket. The S3 bucket and your new build must be in the same Region.</p>
*/
inline CreateBuildRequest& WithStorageLocation(S3Location&& value) { SetStorageLocation(std::move(value)); return *this;}
/**
* <p>The 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. If
* your game build contains multiple executables, they all must run on the same
* operating system. If an operating system is not specified when creating a build,
* Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be
* changed later.</p>
*/
inline const OperatingSystem& GetOperatingSystem() const{ return m_operatingSystem; }
/**
* <p>The 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. If
* your game build contains multiple executables, they all must run on the same
* operating system. If an operating system is not specified when creating a build,
* Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be
* changed later.</p>
*/
inline bool OperatingSystemHasBeenSet() const { return m_operatingSystemHasBeenSet; }
/**
* <p>The 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. If
* your game build contains multiple executables, they all must run on the same
* operating system. If an operating system is not specified when creating a build,
* Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be
* changed later.</p>
*/
inline void SetOperatingSystem(const OperatingSystem& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = value; }
/**
* <p>The 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. If
* your game build contains multiple executables, they all must run on the same
* operating system. If an operating system is not specified when creating a build,
* Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be
* changed later.</p>
*/
inline void SetOperatingSystem(OperatingSystem&& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = std::move(value); }
/**
* <p>The 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. If
* your game build contains multiple executables, they all must run on the same
* operating system. If an operating system is not specified when creating a build,
* Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be
* changed later.</p>
*/
inline CreateBuildRequest& WithOperatingSystem(const OperatingSystem& value) { SetOperatingSystem(value); return *this;}
/**
* <p>The 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. If
* your game build contains multiple executables, they all must run on the same
* operating system. If an operating system is not specified when creating a build,
* Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be
* changed later.</p>
*/
inline CreateBuildRequest& WithOperatingSystem(OperatingSystem&& value) { SetOperatingSystem(std::move(value)); return *this;}
/**
* <p>A list of labels to assign to the new build resource. Tags are
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
* management, access management and cost allocation. For more information, see <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
* may be lower than stated. See the AWS General Reference for actual tagging
* limits.</p>
*/
inline const Aws::Vector<Tag>& GetTags() const{ return m_tags; }
/**
* <p>A list of labels to assign to the new build resource. Tags are
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
* management, access management and cost allocation. For more information, see <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
* may be lower than stated. See the AWS General Reference for actual tagging
* limits.</p>
*/
inline bool TagsHasBeenSet() const { return m_tagsHasBeenSet; }
/**
* <p>A list of labels to assign to the new build resource. Tags are
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
* management, access management and cost allocation. For more information, see <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
* may be lower than stated. See the AWS General Reference for actual tagging
* limits.</p>
*/
inline void SetTags(const Aws::Vector<Tag>& value) { m_tagsHasBeenSet = true; m_tags = value; }
/**
* <p>A list of labels to assign to the new build resource. Tags are
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
* management, access management and cost allocation. For more information, see <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
* may be lower than stated. See the AWS General Reference for actual tagging
* limits.</p>
*/
inline void SetTags(Aws::Vector<Tag>&& value) { m_tagsHasBeenSet = true; m_tags = std::move(value); }
/**
* <p>A list of labels to assign to the new build resource. Tags are
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
* management, access management and cost allocation. For more information, see <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
* may be lower than stated. See the AWS General Reference for actual tagging
* limits.</p>
*/
inline CreateBuildRequest& WithTags(const Aws::Vector<Tag>& value) { SetTags(value); return *this;}
/**
* <p>A list of labels to assign to the new build resource. Tags are
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
* management, access management and cost allocation. For more information, see <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
* may be lower than stated. See the AWS General Reference for actual tagging
* limits.</p>
*/
inline CreateBuildRequest& WithTags(Aws::Vector<Tag>&& value) { SetTags(std::move(value)); return *this;}
/**
* <p>A list of labels to assign to the new build resource. Tags are
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
* management, access management and cost allocation. For more information, see <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
* may be lower than stated. See the AWS General Reference for actual tagging
* limits.</p>
*/
inline CreateBuildRequest& AddTags(const Tag& value) { m_tagsHasBeenSet = true; m_tags.push_back(value); return *this; }
/**
* <p>A list of labels to assign to the new build resource. Tags are
* developer-defined key-value pairs. Tagging AWS resources are useful for resource
* management, access management and cost allocation. For more information, see <a
* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
* may be lower than stated. See the AWS General Reference for actual tagging
* limits.</p>
*/
inline CreateBuildRequest& AddTags(Tag&& value) { m_tagsHasBeenSet = true; m_tags.push_back(std::move(value)); return *this; }
private:
Aws::String m_name;
bool m_nameHasBeenSet;
Aws::String m_version;
bool m_versionHasBeenSet;
S3Location m_storageLocation;
bool m_storageLocationHasBeenSet;
OperatingSystem m_operatingSystem;
bool m_operatingSystemHasBeenSet;
Aws::Vector<Tag> m_tags;
bool m_tagsHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws