/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Properties describing a custom game build. Related operations
* See Also:
AWS API
* Reference
A unique identifier for a build.
*/ inline const Aws::String& GetBuildId() const{ return m_buildId; } /** *A unique identifier for a build.
*/ inline bool BuildIdHasBeenSet() const { return m_buildIdHasBeenSet; } /** *A unique identifier for a build.
*/ inline void SetBuildId(const Aws::String& value) { m_buildIdHasBeenSet = true; m_buildId = value; } /** *A unique identifier for a build.
*/ inline void SetBuildId(Aws::String&& value) { m_buildIdHasBeenSet = true; m_buildId = std::move(value); } /** *A unique identifier for a build.
*/ inline void SetBuildId(const char* value) { m_buildIdHasBeenSet = true; m_buildId.assign(value); } /** *A unique identifier for a build.
*/ inline Build& WithBuildId(const Aws::String& value) { SetBuildId(value); return *this;} /** *A unique identifier for a build.
*/ inline Build& WithBuildId(Aws::String&& value) { SetBuildId(std::move(value)); return *this;} /** *A unique identifier for a build.
*/ inline Build& WithBuildId(const char* value) { SetBuildId(value); return *this;} /** *Amazon Resource Name (ARN) * 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 BuildId value.
*/ inline const Aws::String& GetBuildArn() const{ return m_buildArn; } /** *Amazon Resource Name (ARN) * 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 BuildId value.
*/ inline bool BuildArnHasBeenSet() const { return m_buildArnHasBeenSet; } /** *Amazon Resource Name (ARN) * 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 BuildId value.
*/ inline void SetBuildArn(const Aws::String& value) { m_buildArnHasBeenSet = true; m_buildArn = value; } /** *Amazon Resource Name (ARN) * 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 BuildId value.
*/ inline void SetBuildArn(Aws::String&& value) { m_buildArnHasBeenSet = true; m_buildArn = std::move(value); } /** *Amazon Resource Name (ARN) * 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 BuildId value.
*/ inline void SetBuildArn(const char* value) { m_buildArnHasBeenSet = true; m_buildArn.assign(value); } /** *Amazon Resource Name (ARN) * 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 BuildId value.
*/ inline Build& WithBuildArn(const Aws::String& value) { SetBuildArn(value); return *this;} /** *Amazon Resource Name (ARN) * 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 BuildId value.
*/ inline Build& WithBuildArn(Aws::String&& value) { SetBuildArn(std::move(value)); return *this;} /** *Amazon Resource Name (ARN) * 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 BuildId value.
*/ inline Build& WithBuildArn(const char* value) { SetBuildArn(value); return *this;} /** *A descriptive label that is associated with a build. Build names do not need * to be unique. It can be set using CreateBuild or UpdateBuild.
*/ inline const Aws::String& GetName() const{ return m_name; } /** *A descriptive label that is associated with a build. Build names do not need * to be unique. It can be set using CreateBuild or UpdateBuild.
*/ inline bool NameHasBeenSet() const { return m_nameHasBeenSet; } /** *A descriptive label that is associated with a build. Build names do not need * to be unique. It can be set using CreateBuild or UpdateBuild.
*/ inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; } /** *A descriptive label that is associated with a build. Build names do not need * to be unique. It can be set using CreateBuild or UpdateBuild.
*/ inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); } /** *A descriptive label that is associated with a build. Build names do not need * to be unique. It can be set using CreateBuild or UpdateBuild.
*/ inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); } /** *A descriptive label that is associated with a build. Build names do not need * to be unique. It can be set using CreateBuild or UpdateBuild.
*/ inline Build& WithName(const Aws::String& value) { SetName(value); return *this;} /** *A descriptive label that is associated with a build. Build names do not need * to be unique. It can be set using CreateBuild or UpdateBuild.
*/ inline Build& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;} /** *A descriptive label that is associated with a build. Build names do not need * to be unique. It can be set using CreateBuild or UpdateBuild.
*/ inline Build& WithName(const char* value) { SetName(value); return *this;} /** *Version information that is associated with a build or script. Version * strings do not need to be unique. This value can be set using CreateBuild * or UpdateBuild.
*/ inline const Aws::String& GetVersion() const{ return m_version; } /** *Version information that is associated with a build or script. Version * strings do not need to be unique. This value can be set using CreateBuild * or UpdateBuild.
*/ inline bool VersionHasBeenSet() const { return m_versionHasBeenSet; } /** *Version information that is associated with a build or script. Version * strings do not need to be unique. This value can be set using CreateBuild * or UpdateBuild.
*/ inline void SetVersion(const Aws::String& value) { m_versionHasBeenSet = true; m_version = value; } /** *Version information that is associated with a build or script. Version * strings do not need to be unique. This value can be set using CreateBuild * or UpdateBuild.
*/ inline void SetVersion(Aws::String&& value) { m_versionHasBeenSet = true; m_version = std::move(value); } /** *Version information that is associated with a build or script. Version * strings do not need to be unique. This value can be set using CreateBuild * or UpdateBuild.
*/ inline void SetVersion(const char* value) { m_versionHasBeenSet = true; m_version.assign(value); } /** *Version information that is associated with a build or script. Version * strings do not need to be unique. This value can be set using CreateBuild * or UpdateBuild.
*/ inline Build& WithVersion(const Aws::String& value) { SetVersion(value); return *this;} /** *Version information that is associated with a build or script. Version * strings do not need to be unique. This value can be set using CreateBuild * or UpdateBuild.
*/ inline Build& WithVersion(Aws::String&& value) { SetVersion(std::move(value)); return *this;} /** *Version information that is associated with a build or script. Version * strings do not need to be unique. This value can be set using CreateBuild * or UpdateBuild.
*/ inline Build& WithVersion(const char* value) { SetVersion(value); return *this;} /** *Current status of the build.
Possible build statuses include the * following:
INITIALIZED -- 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.
READY -- The game build has been * successfully uploaded. You can now create new fleets for this build.
FAILED -- The game build upload failed. You cannot create new * fleets for this build.
Current status of the build.
Possible build statuses include the * following:
INITIALIZED -- 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.
READY -- The game build has been * successfully uploaded. You can now create new fleets for this build.
FAILED -- The game build upload failed. You cannot create new * fleets for this build.
Current status of the build.
Possible build statuses include the * following:
INITIALIZED -- 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.
READY -- The game build has been * successfully uploaded. You can now create new fleets for this build.
FAILED -- The game build upload failed. You cannot create new * fleets for this build.
Current status of the build.
Possible build statuses include the * following:
INITIALIZED -- 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.
READY -- The game build has been * successfully uploaded. You can now create new fleets for this build.
FAILED -- The game build upload failed. You cannot create new * fleets for this build.
Current status of the build.
Possible build statuses include the * following:
INITIALIZED -- 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.
READY -- The game build has been * successfully uploaded. You can now create new fleets for this build.
FAILED -- The game build upload failed. You cannot create new * fleets for this build.
Current status of the build.
Possible build statuses include the * following:
INITIALIZED -- 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.
READY -- The game build has been * successfully uploaded. You can now create new fleets for this build.
FAILED -- The game build upload failed. You cannot create new * fleets for this build.
File size of the uploaded game build, expressed in bytes. When the build
* status is INITIALIZED, this value is 0.
File size of the uploaded game build, expressed in bytes. When the build
* status is INITIALIZED, this value is 0.
File size of the uploaded game build, expressed in bytes. When the build
* status is INITIALIZED, this value is 0.
File size of the uploaded game build, expressed in bytes. When the build
* status is INITIALIZED, this value is 0.
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.
*/ inline const OperatingSystem& GetOperatingSystem() const{ return m_operatingSystem; } /** *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.
*/ inline bool OperatingSystemHasBeenSet() const { return m_operatingSystemHasBeenSet; } /** *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.
*/ inline void SetOperatingSystem(const OperatingSystem& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = value; } /** *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.
*/ inline void SetOperatingSystem(OperatingSystem&& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = std::move(value); } /** *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.
*/ inline Build& WithOperatingSystem(const OperatingSystem& value) { SetOperatingSystem(value); return *this;} /** *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.
*/ inline Build& WithOperatingSystem(OperatingSystem&& value) { SetOperatingSystem(std::move(value)); return *this;} /** *Time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").
*/ inline const Aws::Utils::DateTime& GetCreationTime() const{ return m_creationTime; } /** *Time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").
*/ inline bool CreationTimeHasBeenSet() const { return m_creationTimeHasBeenSet; } /** *Time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").
*/ inline void SetCreationTime(const Aws::Utils::DateTime& value) { m_creationTimeHasBeenSet = true; m_creationTime = value; } /** *Time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").
*/ inline void SetCreationTime(Aws::Utils::DateTime&& value) { m_creationTimeHasBeenSet = true; m_creationTime = std::move(value); } /** *Time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").
*/ inline Build& WithCreationTime(const Aws::Utils::DateTime& value) { SetCreationTime(value); return *this;} /** *Time stamp indicating when this data object was created. Format is a number * expressed in Unix time as milliseconds (for example "1469498468.057").
*/ 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