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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/CreateScriptRequest.h

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/**
* 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/GameLiftRequest.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/gamelift/model/S3Location.h>
#include <aws/core/utils/Array.h>
#include <aws/core/utils/memory/stl/AWSVector.h>
#include <aws/gamelift/model/Tag.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
*/
class AWS_GAMELIFT_API CreateScriptRequest : public GameLiftRequest
{
public:
CreateScriptRequest();
// 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 "CreateScript"; }
Aws::String SerializePayload() const override;
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
/**
* <p>A descriptive label that is associated with a script. Script names do not
* need to be unique. You can use <a>UpdateScript</a> to change this value later.
* </p>
*/
inline const Aws::String& GetName() const{ return m_name; }
/**
* <p>A descriptive label that is associated with a script. Script names do not
* need to be unique. You can use <a>UpdateScript</a> to change this value later.
* </p>
*/
inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
/**
* <p>A descriptive label that is associated with a script. Script names do not
* need to be unique. You can use <a>UpdateScript</a> to change this value later.
* </p>
*/
inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
/**
* <p>A descriptive label that is associated with a script. Script names do not
* need to be unique. You can use <a>UpdateScript</a> to change this value later.
* </p>
*/
inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
/**
* <p>A descriptive label that is associated with a script. Script names do not
* need to be unique. You can use <a>UpdateScript</a> to change this value later.
* </p>
*/
inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
/**
* <p>A descriptive label that is associated with a script. Script names do not
* need to be unique. You can use <a>UpdateScript</a> to change this value later.
* </p>
*/
inline CreateScriptRequest& WithName(const Aws::String& value) { SetName(value); return *this;}
/**
* <p>A descriptive label that is associated with a script. Script names do not
* need to be unique. You can use <a>UpdateScript</a> to change this value later.
* </p>
*/
inline CreateScriptRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
/**
* <p>A descriptive label that is associated with a script. Script names do not
* need to be unique. You can use <a>UpdateScript</a> to change this value later.
* </p>
*/
inline CreateScriptRequest& WithName(const char* value) { SetName(value); return *this;}
/**
* <p>The version that is associated with a build or script. Version strings do not
* need to be unique. You can use <a>UpdateScript</a> to change this value later.
* </p>
*/
inline const Aws::String& GetVersion() const{ return m_version; }
/**
* <p>The version that is associated with a build or script. Version strings do not
* need to be unique. You can use <a>UpdateScript</a> to change this value later.
* </p>
*/
inline bool VersionHasBeenSet() const { return m_versionHasBeenSet; }
/**
* <p>The version that is associated with a build or script. Version strings do not
* need to be unique. You can use <a>UpdateScript</a> to change this value later.
* </p>
*/
inline void SetVersion(const Aws::String& value) { m_versionHasBeenSet = true; m_version = value; }
/**
* <p>The version that is associated with a build or script. Version strings do not
* need to be unique. You can use <a>UpdateScript</a> to change this value later.
* </p>
*/
inline void SetVersion(Aws::String&& value) { m_versionHasBeenSet = true; m_version = std::move(value); }
/**
* <p>The version that is associated with a build or script. Version strings do not
* need to be unique. You can use <a>UpdateScript</a> to change this value later.
* </p>
*/
inline void SetVersion(const char* value) { m_versionHasBeenSet = true; m_version.assign(value); }
/**
* <p>The version that is associated with a build or script. Version strings do not
* need to be unique. You can use <a>UpdateScript</a> to change this value later.
* </p>
*/
inline CreateScriptRequest& WithVersion(const Aws::String& value) { SetVersion(value); return *this;}
/**
* <p>The version that is associated with a build or script. Version strings do not
* need to be unique. You can use <a>UpdateScript</a> to change this value later.
* </p>
*/
inline CreateScriptRequest& WithVersion(Aws::String&& value) { SetVersion(std::move(value)); return *this;}
/**
* <p>The version that is associated with a build or script. Version strings do not
* need to be unique. You can use <a>UpdateScript</a> to change this value later.
* </p>
*/
inline CreateScriptRequest& WithVersion(const char* value) { SetVersion(value); return *this;}
/**
* <p>The location of the Amazon S3 bucket where a zipped file containing your
* Realtime scripts is stored. The storage location must specify the Amazon S3
* bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
* GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
* same Region where you want to create a new script. By default, Amazon GameLift
* uploads the latest version of the zip file; if you have S3 object versioning
* turned on, you can use the <code>ObjectVersion</code> parameter to specify an
* earlier version. </p>
*/
inline const S3Location& GetStorageLocation() const{ return m_storageLocation; }
/**
* <p>The location of the Amazon S3 bucket where a zipped file containing your
* Realtime scripts is stored. The storage location must specify the Amazon S3
* bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
* GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
* same Region where you want to create a new script. By default, Amazon GameLift
* uploads the latest version of the zip file; if you have S3 object versioning
* turned on, you can use the <code>ObjectVersion</code> parameter to specify an
* earlier version. </p>
*/
inline bool StorageLocationHasBeenSet() const { return m_storageLocationHasBeenSet; }
/**
* <p>The location of the Amazon S3 bucket where a zipped file containing your
* Realtime scripts is stored. The storage location must specify the Amazon S3
* bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
* GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
* same Region where you want to create a new script. By default, Amazon GameLift
* uploads the latest version of the zip file; if you have S3 object versioning
* turned on, you can use the <code>ObjectVersion</code> parameter to specify an
* earlier version. </p>
*/
inline void SetStorageLocation(const S3Location& value) { m_storageLocationHasBeenSet = true; m_storageLocation = value; }
/**
* <p>The location of the Amazon S3 bucket where a zipped file containing your
* Realtime scripts is stored. The storage location must specify the Amazon S3
* bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
* GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
* same Region where you want to create a new script. By default, Amazon GameLift
* uploads the latest version of the zip file; if you have S3 object versioning
* turned on, you can use the <code>ObjectVersion</code> parameter to specify an
* earlier version. </p>
*/
inline void SetStorageLocation(S3Location&& value) { m_storageLocationHasBeenSet = true; m_storageLocation = std::move(value); }
/**
* <p>The location of the Amazon S3 bucket where a zipped file containing your
* Realtime scripts is stored. The storage location must specify the Amazon S3
* bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
* GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
* same Region where you want to create a new script. By default, Amazon GameLift
* uploads the latest version of the zip file; if you have S3 object versioning
* turned on, you can use the <code>ObjectVersion</code> parameter to specify an
* earlier version. </p>
*/
inline CreateScriptRequest& WithStorageLocation(const S3Location& value) { SetStorageLocation(value); return *this;}
/**
* <p>The location of the Amazon S3 bucket where a zipped file containing your
* Realtime scripts is stored. The storage location must specify the Amazon S3
* bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
* GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
* same Region where you want to create a new script. By default, Amazon GameLift
* uploads the latest version of the zip file; if you have S3 object versioning
* turned on, you can use the <code>ObjectVersion</code> parameter to specify an
* earlier version. </p>
*/
inline CreateScriptRequest& WithStorageLocation(S3Location&& value) { SetStorageLocation(std::move(value)); return *this;}
/**
* <p>A data object containing your Realtime scripts and dependencies as a zip
* file. The zip file can have one or multiple files. Maximum size of a zip file is
* 5 MB.</p> <p>When using the AWS CLI tool to create a script, this parameter is
* set to the zip file name. It must be prepended with the string "fileb://" to
* indicate that the file data is a binary object. For example: <code>--zip-file
* fileb://myRealtimeScript.zip</code>.</p>
*/
inline const Aws::Utils::ByteBuffer& GetZipFile() const{ return m_zipFile; }
/**
* <p>A data object containing your Realtime scripts and dependencies as a zip
* file. The zip file can have one or multiple files. Maximum size of a zip file is
* 5 MB.</p> <p>When using the AWS CLI tool to create a script, this parameter is
* set to the zip file name. It must be prepended with the string "fileb://" to
* indicate that the file data is a binary object. For example: <code>--zip-file
* fileb://myRealtimeScript.zip</code>.</p>
*/
inline bool ZipFileHasBeenSet() const { return m_zipFileHasBeenSet; }
/**
* <p>A data object containing your Realtime scripts and dependencies as a zip
* file. The zip file can have one or multiple files. Maximum size of a zip file is
* 5 MB.</p> <p>When using the AWS CLI tool to create a script, this parameter is
* set to the zip file name. It must be prepended with the string "fileb://" to
* indicate that the file data is a binary object. For example: <code>--zip-file
* fileb://myRealtimeScript.zip</code>.</p>
*/
inline void SetZipFile(const Aws::Utils::ByteBuffer& value) { m_zipFileHasBeenSet = true; m_zipFile = value; }
/**
* <p>A data object containing your Realtime scripts and dependencies as a zip
* file. The zip file can have one or multiple files. Maximum size of a zip file is
* 5 MB.</p> <p>When using the AWS CLI tool to create a script, this parameter is
* set to the zip file name. It must be prepended with the string "fileb://" to
* indicate that the file data is a binary object. For example: <code>--zip-file
* fileb://myRealtimeScript.zip</code>.</p>
*/
inline void SetZipFile(Aws::Utils::ByteBuffer&& value) { m_zipFileHasBeenSet = true; m_zipFile = std::move(value); }
/**
* <p>A data object containing your Realtime scripts and dependencies as a zip
* file. The zip file can have one or multiple files. Maximum size of a zip file is
* 5 MB.</p> <p>When using the AWS CLI tool to create a script, this parameter is
* set to the zip file name. It must be prepended with the string "fileb://" to
* indicate that the file data is a binary object. For example: <code>--zip-file
* fileb://myRealtimeScript.zip</code>.</p>
*/
inline CreateScriptRequest& WithZipFile(const Aws::Utils::ByteBuffer& value) { SetZipFile(value); return *this;}
/**
* <p>A data object containing your Realtime scripts and dependencies as a zip
* file. The zip file can have one or multiple files. Maximum size of a zip file is
* 5 MB.</p> <p>When using the AWS CLI tool to create a script, this parameter is
* set to the zip file name. It must be prepended with the string "fileb://" to
* indicate that the file data is a binary object. For example: <code>--zip-file
* fileb://myRealtimeScript.zip</code>.</p>
*/
inline CreateScriptRequest& WithZipFile(Aws::Utils::ByteBuffer&& value) { SetZipFile(std::move(value)); return *this;}
/**
* <p>A list of labels to assign to the new script 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 const Aws::Vector<Tag>& GetTags() const{ return m_tags; }
/**
* <p>A list of labels to assign to the new script 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 bool TagsHasBeenSet() const { return m_tagsHasBeenSet; }
/**
* <p>A list of labels to assign to the new script 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 void SetTags(const Aws::Vector<Tag>& value) { m_tagsHasBeenSet = true; m_tags = value; }
/**
* <p>A list of labels to assign to the new script 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 void SetTags(Aws::Vector<Tag>&& value) { m_tagsHasBeenSet = true; m_tags = std::move(value); }
/**
* <p>A list of labels to assign to the new script 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 CreateScriptRequest& WithTags(const Aws::Vector<Tag>& value) { SetTags(value); return *this;}
/**
* <p>A list of labels to assign to the new script 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 CreateScriptRequest& WithTags(Aws::Vector<Tag>&& value) { SetTags(std::move(value)); return *this;}
/**
* <p>A list of labels to assign to the new script 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 CreateScriptRequest& AddTags(const Tag& value) { m_tagsHasBeenSet = true; m_tags.push_back(value); return *this; }
/**
* <p>A list of labels to assign to the new script 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 CreateScriptRequest& 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;
Aws::Utils::ByteBuffer m_zipFile;
bool m_zipFileHasBeenSet;
Aws::Vector<Tag> m_tags;
bool m_tagsHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws