201 lines
6.8 KiB
C++
201 lines
6.8 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/GameLiftRequest.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <utility>
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namespace Aws
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{
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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 input for a request action.</p><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuildInput">AWS
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* API Reference</a></p>
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*/
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class AWS_GAMELIFT_API UpdateBuildRequest : public GameLiftRequest
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{
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public:
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UpdateBuildRequest();
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// Service request name is the Operation name which will send this request out,
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// each operation should has unique request name, so that we can get operation's name from this request.
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// Note: this is not true for response, multiple operations may have the same response name,
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// so we can not get operation's name from response.
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inline virtual const char* GetServiceRequestName() const override { return "UpdateBuild"; }
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Aws::String SerializePayload() const override;
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Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
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/**
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* <p>A unique identifier for a build to update. You can use either the build ID or
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* ARN value. </p>
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*/
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inline const Aws::String& GetBuildId() const{ return m_buildId; }
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/**
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* <p>A unique identifier for a build to update. You can use either the build ID or
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* ARN value. </p>
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*/
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inline bool BuildIdHasBeenSet() const { return m_buildIdHasBeenSet; }
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/**
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* <p>A unique identifier for a build to update. You can use either the build ID or
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* ARN value. </p>
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*/
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inline void SetBuildId(const Aws::String& value) { m_buildIdHasBeenSet = true; m_buildId = value; }
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/**
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* <p>A unique identifier for a build to update. You can use either the build ID or
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* ARN value. </p>
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*/
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inline void SetBuildId(Aws::String&& value) { m_buildIdHasBeenSet = true; m_buildId = std::move(value); }
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/**
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* <p>A unique identifier for a build to update. You can use either the build ID or
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* ARN value. </p>
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*/
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inline void SetBuildId(const char* value) { m_buildIdHasBeenSet = true; m_buildId.assign(value); }
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/**
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* <p>A unique identifier for a build to update. You can use either the build ID or
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* ARN value. </p>
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*/
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inline UpdateBuildRequest& WithBuildId(const Aws::String& value) { SetBuildId(value); return *this;}
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/**
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* <p>A unique identifier for a build to update. You can use either the build ID or
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* ARN value. </p>
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*/
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inline UpdateBuildRequest& WithBuildId(Aws::String&& value) { SetBuildId(std::move(value)); return *this;}
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/**
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* <p>A unique identifier for a build to update. You can use either the build ID or
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* ARN value. </p>
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*/
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inline UpdateBuildRequest& WithBuildId(const char* value) { SetBuildId(value); return *this;}
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/**
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* <p>A descriptive label that is associated with a build. Build names do not need
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* to be unique. </p>
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*/
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inline const Aws::String& GetName() const{ return m_name; }
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/**
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* <p>A descriptive label that is associated with a build. Build names do not need
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* to be unique. </p>
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*/
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inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
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/**
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* <p>A descriptive label that is associated with a build. Build names do not need
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* to be unique. </p>
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*/
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inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
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/**
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* <p>A descriptive label that is associated with a build. Build names do not need
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* to be unique. </p>
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*/
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inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
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/**
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* <p>A descriptive label that is associated with a build. Build names do not need
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* to be unique. </p>
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*/
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inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
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/**
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* <p>A descriptive label that is associated with a build. Build names do not need
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* to be unique. </p>
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*/
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inline UpdateBuildRequest& WithName(const Aws::String& value) { SetName(value); return *this;}
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/**
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* <p>A descriptive label that is associated with a build. Build names do not need
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* to be unique. </p>
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*/
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inline UpdateBuildRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
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/**
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* <p>A descriptive label that is associated with a build. Build names do not need
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* to be unique. </p>
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*/
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inline UpdateBuildRequest& WithName(const char* value) { SetName(value); return *this;}
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/**
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* <p>Version information that is associated with a build or script. Version
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* strings do not need to be unique.</p>
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*/
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inline const Aws::String& GetVersion() const{ return m_version; }
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/**
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* <p>Version information that is associated with a build or script. Version
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* strings do not need to be unique.</p>
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*/
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inline bool VersionHasBeenSet() const { return m_versionHasBeenSet; }
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/**
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* <p>Version information that is associated with a build or script. Version
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* strings do not need to be unique.</p>
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*/
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inline void SetVersion(const Aws::String& value) { m_versionHasBeenSet = true; m_version = value; }
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/**
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* <p>Version information that is associated with a build or script. Version
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* strings do not need to be unique.</p>
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*/
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inline void SetVersion(Aws::String&& value) { m_versionHasBeenSet = true; m_version = std::move(value); }
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/**
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* <p>Version information that is associated with a build or script. Version
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* strings do not need to be unique.</p>
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*/
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inline void SetVersion(const char* value) { m_versionHasBeenSet = true; m_version.assign(value); }
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/**
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* <p>Version information that is associated with a build or script. Version
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* strings do not need to be unique.</p>
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*/
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inline UpdateBuildRequest& WithVersion(const Aws::String& value) { SetVersion(value); return *this;}
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/**
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* <p>Version information that is associated with a build or script. Version
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* strings do not need to be unique.</p>
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*/
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inline UpdateBuildRequest& WithVersion(Aws::String&& value) { SetVersion(std::move(value)); return *this;}
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/**
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* <p>Version information that is associated with a build or script. Version
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* strings do not need to be unique.</p>
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*/
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inline UpdateBuildRequest& WithVersion(const char* value) { SetVersion(value); return *this;}
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private:
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Aws::String m_buildId;
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bool m_buildIdHasBeenSet;
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Aws::String m_name;
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bool m_nameHasBeenSet;
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Aws::String m_version;
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bool m_versionHasBeenSet;
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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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