/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include #include #include #include #include namespace Aws { namespace GameLift { namespace Model { /** *

Represents the input for a request action.

See Also:

AWS * API Reference

*/ 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; /** *

A descriptive label that is associated with a build. Build names do not need * to be unique. You can use UpdateBuild to change this value later.

*/ 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. You can use UpdateBuild to change this value later.

*/ inline bool NameHasBeenSet() const { return m_nameHasBeenSet; } /** *

A descriptive label that is associated with a build. Build names do not need * to be unique. You can use UpdateBuild to change this value later.

*/ 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. You can use UpdateBuild to change this value later.

*/ 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. You can use UpdateBuild to change this value later.

*/ 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. You can use UpdateBuild to change this value later.

*/ inline CreateBuildRequest& 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. You can use UpdateBuild to change this value later.

*/ inline CreateBuildRequest& 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. You can use UpdateBuild to change this value later.

*/ inline CreateBuildRequest& 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. You can use UpdateBuild to change this * value later.

*/ 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. You can use UpdateBuild to change this * value later.

*/ 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. You can use UpdateBuild to change this * value later.

*/ 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. You can use UpdateBuild to change this * value later.

*/ 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. You can use UpdateBuild to change this * value later.

*/ 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. You can use UpdateBuild to change this * value later.

*/ inline CreateBuildRequest& 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. You can use UpdateBuild to change this * value later.

*/ inline CreateBuildRequest& 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. You can use UpdateBuild to change this * value later.

*/ inline CreateBuildRequest& WithVersion(const char* value) { SetVersion(value); return *this;} /** *

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.

*/ inline const S3Location& GetStorageLocation() const{ return m_storageLocation; } /** *

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.

*/ inline bool StorageLocationHasBeenSet() const { return m_storageLocationHasBeenSet; } /** *

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.

*/ inline void SetStorageLocation(const S3Location& value) { m_storageLocationHasBeenSet = true; m_storageLocation = value; } /** *

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.

*/ inline void SetStorageLocation(S3Location&& value) { m_storageLocationHasBeenSet = true; m_storageLocation = std::move(value); } /** *

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.

*/ inline CreateBuildRequest& WithStorageLocation(const S3Location& value) { SetStorageLocation(value); return *this;} /** *

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.

*/ inline CreateBuildRequest& WithStorageLocation(S3Location&& value) { SetStorageLocation(std::move(value)); return *this;} /** *

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.

*/ inline const OperatingSystem& GetOperatingSystem() const{ return m_operatingSystem; } /** *

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.

*/ inline bool OperatingSystemHasBeenSet() const { return m_operatingSystemHasBeenSet; } /** *

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.

*/ inline void SetOperatingSystem(const OperatingSystem& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = value; } /** *

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.

*/ inline void SetOperatingSystem(OperatingSystem&& value) { m_operatingSystemHasBeenSet = true; m_operatingSystem = std::move(value); } /** *

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.

*/ inline CreateBuildRequest& WithOperatingSystem(const OperatingSystem& value) { SetOperatingSystem(value); return *this;} /** *

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.

*/ inline CreateBuildRequest& WithOperatingSystem(OperatingSystem&& value) { SetOperatingSystem(std::move(value)); return *this;} /** *

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 Tagging * AWS Resources in the AWS General Reference. Once the resource is * created, you can use TagResource, UntagResource, and * ListTagsForResource to add, remove, and view tags. The maximum tag limit * may be lower than stated. See the AWS General Reference for actual tagging * limits.

*/ inline const Aws::Vector& GetTags() const{ return m_tags; } /** *

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 Tagging * AWS Resources in the AWS General Reference. Once the resource is * created, you can use TagResource, UntagResource, and * ListTagsForResource to add, remove, and view tags. The maximum tag limit * may be lower than stated. See the AWS General Reference for actual tagging * limits.

*/ inline bool TagsHasBeenSet() const { return m_tagsHasBeenSet; } /** *

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 Tagging * AWS Resources in the AWS General Reference. Once the resource is * created, you can use TagResource, UntagResource, and * ListTagsForResource to add, remove, and view tags. The maximum tag limit * may be lower than stated. See the AWS General Reference for actual tagging * limits.

*/ inline void SetTags(const Aws::Vector& value) { m_tagsHasBeenSet = true; m_tags = value; } /** *

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 Tagging * AWS Resources in the AWS General Reference. Once the resource is * created, you can use TagResource, UntagResource, and * ListTagsForResource to add, remove, and view tags. The maximum tag limit * may be lower than stated. See the AWS General Reference for actual tagging * limits.

*/ inline void SetTags(Aws::Vector&& value) { m_tagsHasBeenSet = true; m_tags = std::move(value); } /** *

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 Tagging * AWS Resources in the AWS General Reference. Once the resource is * created, you can use TagResource, UntagResource, and * ListTagsForResource to add, remove, and view tags. The maximum tag limit * may be lower than stated. See the AWS General Reference for actual tagging * limits.

*/ inline CreateBuildRequest& WithTags(const Aws::Vector& value) { SetTags(value); return *this;} /** *

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 Tagging * AWS Resources in the AWS General Reference. Once the resource is * created, you can use TagResource, UntagResource, and * ListTagsForResource to add, remove, and view tags. The maximum tag limit * may be lower than stated. See the AWS General Reference for actual tagging * limits.

*/ inline CreateBuildRequest& WithTags(Aws::Vector&& value) { SetTags(std::move(value)); return *this;} /** *

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 Tagging * AWS Resources in the AWS General Reference. Once the resource is * created, you can use TagResource, UntagResource, and * ListTagsForResource to add, remove, and view tags. The maximum tag limit * may be lower than stated. See the AWS General Reference for actual tagging * limits.

*/ inline CreateBuildRequest& AddTags(const Tag& value) { m_tagsHasBeenSet = true; m_tags.push_back(value); return *this; } /** *

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 Tagging * AWS Resources in the AWS General Reference. Once the resource is * created, you can use TagResource, UntagResource, and * ListTagsForResource to add, remove, and view tags. The maximum tag limit * may be lower than stated. See the AWS General Reference for actual tagging * limits.

*/ 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 m_tags; bool m_tagsHasBeenSet; }; } // namespace Model } // namespace GameLift } // namespace Aws