This repository has been archived on 2025-09-14. You can view files and clone it, but cannot push or open issues or pull requests.
Files
pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/CreateBuildResult.h

157 lines
5.5 KiB
C
Raw Normal View History

/**
* 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/model/Build.h>
#include <aws/gamelift/model/AwsCredentials.h>
#include <aws/gamelift/model/S3Location.h>
#include <utility>
namespace Aws
{
template<typename RESULT_TYPE>
class AmazonWebServiceResult;
namespace Utils
{
namespace Json
{
class JsonValue;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Represents the returned data in response to a request action.</p><p><h3>See
* Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuildOutput">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API CreateBuildResult
{
public:
CreateBuildResult();
CreateBuildResult(const Aws::AmazonWebServiceResult<Aws::Utils::Json::JsonValue>& result);
CreateBuildResult& operator=(const Aws::AmazonWebServiceResult<Aws::Utils::Json::JsonValue>& result);
/**
* <p>The newly created build resource, including a unique build IDs and status.
* </p>
*/
inline const Build& GetBuild() const{ return m_build; }
/**
* <p>The newly created build resource, including a unique build IDs and status.
* </p>
*/
inline void SetBuild(const Build& value) { m_build = value; }
/**
* <p>The newly created build resource, including a unique build IDs and status.
* </p>
*/
inline void SetBuild(Build&& value) { m_build = std::move(value); }
/**
* <p>The newly created build resource, including a unique build IDs and status.
* </p>
*/
inline CreateBuildResult& WithBuild(const Build& value) { SetBuild(value); return *this;}
/**
* <p>The newly created build resource, including a unique build IDs and status.
* </p>
*/
inline CreateBuildResult& WithBuild(Build&& value) { SetBuild(std::move(value)); return *this;}
/**
* <p>This element is returned only when the operation is called without a storage
* location. It contains credentials to use when you are uploading a build file to
* an S3 bucket that is owned by Amazon GameLift. Credentials have a limited life
* span. To refresh these credentials, call <a>RequestUploadCredentials</a>. </p>
*/
inline const AwsCredentials& GetUploadCredentials() const{ return m_uploadCredentials; }
/**
* <p>This element is returned only when the operation is called without a storage
* location. It contains credentials to use when you are uploading a build file to
* an S3 bucket that is owned by Amazon GameLift. Credentials have a limited life
* span. To refresh these credentials, call <a>RequestUploadCredentials</a>. </p>
*/
inline void SetUploadCredentials(const AwsCredentials& value) { m_uploadCredentials = value; }
/**
* <p>This element is returned only when the operation is called without a storage
* location. It contains credentials to use when you are uploading a build file to
* an S3 bucket that is owned by Amazon GameLift. Credentials have a limited life
* span. To refresh these credentials, call <a>RequestUploadCredentials</a>. </p>
*/
inline void SetUploadCredentials(AwsCredentials&& value) { m_uploadCredentials = std::move(value); }
/**
* <p>This element is returned only when the operation is called without a storage
* location. It contains credentials to use when you are uploading a build file to
* an S3 bucket that is owned by Amazon GameLift. Credentials have a limited life
* span. To refresh these credentials, call <a>RequestUploadCredentials</a>. </p>
*/
inline CreateBuildResult& WithUploadCredentials(const AwsCredentials& value) { SetUploadCredentials(value); return *this;}
/**
* <p>This element is returned only when the operation is called without a storage
* location. It contains credentials to use when you are uploading a build file to
* an S3 bucket that is owned by Amazon GameLift. Credentials have a limited life
* span. To refresh these credentials, call <a>RequestUploadCredentials</a>. </p>
*/
inline CreateBuildResult& WithUploadCredentials(AwsCredentials&& value) { SetUploadCredentials(std::move(value)); return *this;}
/**
* <p>Amazon S3 location for your game build file, including bucket name and
* key.</p>
*/
inline const S3Location& GetStorageLocation() const{ return m_storageLocation; }
/**
* <p>Amazon S3 location for your game build file, including bucket name and
* key.</p>
*/
inline void SetStorageLocation(const S3Location& value) { m_storageLocation = value; }
/**
* <p>Amazon S3 location for your game build file, including bucket name and
* key.</p>
*/
inline void SetStorageLocation(S3Location&& value) { m_storageLocation = std::move(value); }
/**
* <p>Amazon S3 location for your game build file, including bucket name and
* key.</p>
*/
inline CreateBuildResult& WithStorageLocation(const S3Location& value) { SetStorageLocation(value); return *this;}
/**
* <p>Amazon S3 location for your game build file, including bucket name and
* key.</p>
*/
inline CreateBuildResult& WithStorageLocation(S3Location&& value) { SetStorageLocation(std::move(value)); return *this;}
private:
Build m_build;
AwsCredentials m_uploadCredentials;
S3Location m_storageLocation;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws