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