391 lines
19 KiB
C
391 lines
19 KiB
C
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/**
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* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
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* SPDX-License-Identifier: Apache-2.0.
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*/
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#pragma once
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#include <aws/gamelift/GameLift_EXPORTS.h>
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#include <aws/gamelift/GameLiftRequest.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <aws/gamelift/model/S3Location.h>
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#include <aws/gamelift/model/OperatingSystem.h>
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#include <aws/core/utils/memory/stl/AWSVector.h>
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#include <aws/gamelift/model/Tag.h>
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#include <utility>
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namespace Aws
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{
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namespace GameLift
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{
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namespace Model
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{
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/**
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* <p>Represents the input for a request action.</p><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuildInput">AWS
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* API Reference</a></p>
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*/
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class AWS_GAMELIFT_API CreateBuildRequest : public GameLiftRequest
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{
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public:
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CreateBuildRequest();
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// Service request name is the Operation name which will send this request out,
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// each operation should has unique request name, so that we can get operation's name from this request.
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// Note: this is not true for response, multiple operations may have the same response name,
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// so we can not get operation's name from response.
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inline virtual const char* GetServiceRequestName() const override { return "CreateBuild"; }
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Aws::String SerializePayload() const override;
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Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
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/**
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* <p>A descriptive label that is associated with a build. Build names do not need
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* to be unique. You can use <a>UpdateBuild</a> to change this value later. </p>
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*/
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inline const Aws::String& GetName() const{ return m_name; }
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/**
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* <p>A descriptive label that is associated with a build. Build names do not need
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* to be unique. You can use <a>UpdateBuild</a> to change this value later. </p>
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*/
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inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
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/**
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* <p>A descriptive label that is associated with a build. Build names do not need
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* to be unique. You can use <a>UpdateBuild</a> to change this value later. </p>
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*/
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inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
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/**
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* <p>A descriptive label that is associated with a build. Build names do not need
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* to be unique. You can use <a>UpdateBuild</a> to change this value later. </p>
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*/
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inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
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/**
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* <p>A descriptive label that is associated with a build. Build names do not need
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* to be unique. You can use <a>UpdateBuild</a> to change this value later. </p>
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*/
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inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
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/**
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* <p>A descriptive label that is associated with a build. Build names do not need
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* to be unique. You can use <a>UpdateBuild</a> to change this value later. </p>
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*/
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inline CreateBuildRequest& WithName(const Aws::String& value) { SetName(value); return *this;}
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/**
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* <p>A descriptive label that is associated with a build. Build names do not need
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* to be unique. You can use <a>UpdateBuild</a> to change this value later. </p>
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*/
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inline CreateBuildRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
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/**
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* <p>A descriptive label that is associated with a build. Build names do not need
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* to be unique. You can use <a>UpdateBuild</a> to change this value later. </p>
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*/
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inline CreateBuildRequest& WithName(const char* value) { SetName(value); return *this;}
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/**
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* <p>Version information that is associated with a build or script. Version
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* strings do not need to be unique. You can use <a>UpdateBuild</a> to change this
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* value later. </p>
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*/
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inline const Aws::String& GetVersion() const{ return m_version; }
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/**
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* <p>Version information that is associated with a build or script. Version
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* strings do not need to be unique. You can use <a>UpdateBuild</a> to change this
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* value later. </p>
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*/
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inline bool VersionHasBeenSet() const { return m_versionHasBeenSet; }
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/**
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* <p>Version information that is associated with a build or script. Version
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* strings do not need to be unique. You can use <a>UpdateBuild</a> to change this
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* value later. </p>
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*/
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inline void SetVersion(const Aws::String& value) { m_versionHasBeenSet = true; m_version = value; }
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/**
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* <p>Version information that is associated with a build or script. Version
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* strings do not need to be unique. You can use <a>UpdateBuild</a> to change this
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* value later. </p>
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*/
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inline void SetVersion(Aws::String&& value) { m_versionHasBeenSet = true; m_version = std::move(value); }
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/**
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* <p>Version information that is associated with a build or script. Version
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* strings do not need to be unique. You can use <a>UpdateBuild</a> to change this
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* value later. </p>
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*/
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inline void SetVersion(const char* value) { m_versionHasBeenSet = true; m_version.assign(value); }
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/**
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* <p>Version information that is associated with a build or script. Version
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* strings do not need to be unique. You can use <a>UpdateBuild</a> to change this
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* value later. </p>
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*/
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inline CreateBuildRequest& WithVersion(const Aws::String& value) { SetVersion(value); return *this;}
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/**
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* <p>Version information that is associated with a build or script. Version
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* strings do not need to be unique. You can use <a>UpdateBuild</a> to change this
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* value later. </p>
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*/
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inline CreateBuildRequest& WithVersion(Aws::String&& value) { SetVersion(std::move(value)); return *this;}
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/**
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* <p>Version information that is associated with a build or script. Version
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* strings do not need to be unique. You can use <a>UpdateBuild</a> to change this
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* value later. </p>
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*/
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inline CreateBuildRequest& WithVersion(const char* value) { SetVersion(value); return *this;}
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/**
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* <p>Information indicating where your game build files are stored. Use this
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* parameter only when creating a build with files stored in an S3 bucket that you
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* own. The storage location must specify an S3 bucket name and key. The location
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* must also specify a role ARN that you set up to allow Amazon GameLift to access
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* your S3 bucket. The S3 bucket and your new build must be in the same Region.</p>
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*/
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inline const S3Location& GetStorageLocation() const{ return m_storageLocation; }
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/**
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* <p>Information indicating where your game build files are stored. Use this
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* parameter only when creating a build with files stored in an S3 bucket that you
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* own. The storage location must specify an S3 bucket name and key. The location
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* must also specify a role ARN that you set up to allow Amazon GameLift to access
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* your S3 bucket. The S3 bucket and your new build must be in the same Region.</p>
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*/
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inline bool StorageLocationHasBeenSet() const { return m_storageLocationHasBeenSet; }
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/**
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* <p>Information indicating where your game build files are stored. Use this
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* parameter only when creating a build with files stored in an S3 bucket that you
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* own. The storage location must specify an S3 bucket name and key. The location
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* must also specify a role ARN that you set up to allow Amazon GameLift to access
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* your S3 bucket. The S3 bucket and your new build must be in the same Region.</p>
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*/
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inline void SetStorageLocation(const S3Location& value) { m_storageLocationHasBeenSet = true; m_storageLocation = value; }
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/**
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* <p>Information indicating where your game build files are stored. Use this
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* parameter only when creating a build with files stored in an S3 bucket that you
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* own. The storage location must specify an S3 bucket name and key. The location
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* must also specify a role ARN that you set up to allow Amazon GameLift to access
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* your S3 bucket. The S3 bucket and your new build must be in the same Region.</p>
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*/
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inline void SetStorageLocation(S3Location&& value) { m_storageLocationHasBeenSet = true; m_storageLocation = std::move(value); }
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/**
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* <p>Information indicating where your game build files are stored. Use this
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* parameter only when creating a build with files stored in an S3 bucket that you
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* own. The storage location must specify an S3 bucket name and key. The location
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* must also specify a role ARN that you set up to allow Amazon GameLift to access
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* your S3 bucket. The S3 bucket and your new build must be in the same Region.</p>
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*/
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inline CreateBuildRequest& WithStorageLocation(const S3Location& value) { SetStorageLocation(value); return *this;}
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/**
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* <p>Information indicating where your game build files are stored. Use this
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* parameter only when creating a build with files stored in an S3 bucket that you
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* own. The storage location must specify an S3 bucket name and key. The location
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* must also specify a role ARN that you set up to allow Amazon GameLift to access
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* your S3 bucket. The S3 bucket and your new build must be in the same Region.</p>
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*/
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inline CreateBuildRequest& WithStorageLocation(S3Location&& value) { SetStorageLocation(std::move(value)); return *this;}
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/**
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* <p>The operating system that the game server binaries are built to run on. This
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* value determines the type of fleet resources that you can use for this build. If
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* your game build contains multiple executables, they all must run on the same
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* operating system. If an operating system is not specified when creating a build,
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* Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be
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* changed later.</p>
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*/
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inline const OperatingSystem& GetOperatingSystem() const{ return m_operatingSystem; }
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/**
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* <p>The operating system that the game server binaries are built to run on. This
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* value determines the type of fleet resources that you can use for this build. If
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* your game build contains multiple executables, they all must run on the same
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* operating system. If an operating system is not specified when creating a build,
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* Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be
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* changed later.</p>
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*/
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inline bool OperatingSystemHasBeenSet() const { return m_operatingSystemHasBeenSet; }
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/**
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* <p>The operating system that the game server binaries are built to run on. This
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* value determines the type of fleet resources that you can use for this build. If
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* your game build contains multiple executables, they all must run on the same
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* operating system. If an operating system is not specified when creating a build,
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* Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be
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* changed later.</p>
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*/
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inline void SetOperatingSystem(const OperatingSystem& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = value; }
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/**
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* <p>The operating system that the game server binaries are built to run on. This
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* value determines the type of fleet resources that you can use for this build. If
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* your game build contains multiple executables, they all must run on the same
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* operating system. If an operating system is not specified when creating a build,
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* Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be
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* changed later.</p>
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*/
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inline void SetOperatingSystem(OperatingSystem&& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = std::move(value); }
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/**
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* <p>The operating system that the game server binaries are built to run on. This
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* value determines the type of fleet resources that you can use for this build. If
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* your game build contains multiple executables, they all must run on the same
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* operating system. If an operating system is not specified when creating a build,
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* Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be
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* changed later.</p>
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*/
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inline CreateBuildRequest& WithOperatingSystem(const OperatingSystem& value) { SetOperatingSystem(value); return *this;}
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/**
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* <p>The operating system that the game server binaries are built to run on. This
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* value determines the type of fleet resources that you can use for this build. If
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* your game build contains multiple executables, they all must run on the same
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* operating system. If an operating system is not specified when creating a build,
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* Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be
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* changed later.</p>
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*/
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inline CreateBuildRequest& WithOperatingSystem(OperatingSystem&& value) { SetOperatingSystem(std::move(value)); return *this;}
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/**
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* <p>A list of labels to assign to the new build resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline const Aws::Vector<Tag>& GetTags() const{ return m_tags; }
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/**
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* <p>A list of labels to assign to the new build resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline bool TagsHasBeenSet() const { return m_tagsHasBeenSet; }
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/**
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* <p>A list of labels to assign to the new build resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline void SetTags(const Aws::Vector<Tag>& value) { m_tagsHasBeenSet = true; m_tags = value; }
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/**
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* <p>A list of labels to assign to the new build resource. Tags are
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* 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
|