340 lines
15 KiB
C++
340 lines
15 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 <aws/gamelift/model/S3Location.h>
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#include <aws/core/utils/Array.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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*/
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class AWS_GAMELIFT_API UpdateScriptRequest : public GameLiftRequest
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{
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public:
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UpdateScriptRequest();
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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 "UpdateScript"; }
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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 Realtime script to update. You can use either the
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* script ID or ARN value.</p>
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*/
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inline const Aws::String& GetScriptId() const{ return m_scriptId; }
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/**
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* <p>A unique identifier for a Realtime script to update. You can use either the
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* script ID or ARN value.</p>
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*/
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inline bool ScriptIdHasBeenSet() const { return m_scriptIdHasBeenSet; }
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/**
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* <p>A unique identifier for a Realtime script to update. You can use either the
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* script ID or ARN value.</p>
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*/
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inline void SetScriptId(const Aws::String& value) { m_scriptIdHasBeenSet = true; m_scriptId = value; }
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/**
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* <p>A unique identifier for a Realtime script to update. You can use either the
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* script ID or ARN value.</p>
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*/
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inline void SetScriptId(Aws::String&& value) { m_scriptIdHasBeenSet = true; m_scriptId = std::move(value); }
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/**
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* <p>A unique identifier for a Realtime script to update. You can use either the
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* script ID or ARN value.</p>
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*/
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inline void SetScriptId(const char* value) { m_scriptIdHasBeenSet = true; m_scriptId.assign(value); }
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/**
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* <p>A unique identifier for a Realtime script to update. You can use either the
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* script ID or ARN value.</p>
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*/
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inline UpdateScriptRequest& WithScriptId(const Aws::String& value) { SetScriptId(value); return *this;}
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/**
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* <p>A unique identifier for a Realtime script to update. You can use either the
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* script ID or ARN value.</p>
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*/
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inline UpdateScriptRequest& WithScriptId(Aws::String&& value) { SetScriptId(std::move(value)); return *this;}
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/**
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* <p>A unique identifier for a Realtime script to update. You can use either the
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* script ID or ARN value.</p>
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*/
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inline UpdateScriptRequest& WithScriptId(const char* value) { SetScriptId(value); return *this;}
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/**
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* <p>A descriptive label that is associated with a script. Script names do not
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* need 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 script. Script names do not
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* need 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 script. Script names do not
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* need 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 script. Script names do not
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* need 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 script. Script names do not
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* need 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 script. Script names do not
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* need to be unique.</p>
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*/
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inline UpdateScriptRequest& 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 script. Script names do not
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* need to be unique.</p>
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*/
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inline UpdateScriptRequest& 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 script. Script names do not
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* need to be unique.</p>
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*/
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inline UpdateScriptRequest& WithName(const char* value) { SetName(value); return *this;}
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/**
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* <p>The version that is associated with a build or script. Version strings do not
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* 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>The version that is associated with a build or script. Version strings do not
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* 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>The version that is associated with a build or script. Version strings do not
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* 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>The version that is associated with a build or script. Version strings do not
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* 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>The version that is associated with a build or script. Version strings do not
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* 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>The version that is associated with a build or script. Version strings do not
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* need to be unique.</p>
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*/
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inline UpdateScriptRequest& WithVersion(const Aws::String& value) { SetVersion(value); return *this;}
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/**
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* <p>The version that is associated with a build or script. Version strings do not
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* need to be unique.</p>
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*/
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inline UpdateScriptRequest& WithVersion(Aws::String&& value) { SetVersion(std::move(value)); return *this;}
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/**
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* <p>The version that is associated with a build or script. Version strings do not
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* need to be unique.</p>
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*/
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inline UpdateScriptRequest& WithVersion(const char* value) { SetVersion(value); return *this;}
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/**
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* <p>The location of the Amazon S3 bucket where a zipped file containing your
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* Realtime scripts is stored. The storage location must specify the Amazon S3
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* bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
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* GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
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* same Region where you want to create a new script. By default, Amazon GameLift
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* uploads the latest version of the zip file; if you have S3 object versioning
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* turned on, you can use the <code>ObjectVersion</code> parameter to specify an
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* earlier version. </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>The location of the Amazon S3 bucket where a zipped file containing your
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* Realtime scripts is stored. The storage location must specify the Amazon S3
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* bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
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* GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
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* same Region where you want to create a new script. By default, Amazon GameLift
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* uploads the latest version of the zip file; if you have S3 object versioning
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* turned on, you can use the <code>ObjectVersion</code> parameter to specify an
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* earlier version. </p>
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*/
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inline bool StorageLocationHasBeenSet() const { return m_storageLocationHasBeenSet; }
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/**
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* <p>The location of the Amazon S3 bucket where a zipped file containing your
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* Realtime scripts is stored. The storage location must specify the Amazon S3
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* bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
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* GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
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* same Region where you want to create a new script. By default, Amazon GameLift
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* uploads the latest version of the zip file; if you have S3 object versioning
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* turned on, you can use the <code>ObjectVersion</code> parameter to specify an
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* earlier version. </p>
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*/
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inline void SetStorageLocation(const S3Location& value) { m_storageLocationHasBeenSet = true; m_storageLocation = value; }
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/**
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* <p>The location of the Amazon S3 bucket where a zipped file containing your
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* Realtime scripts is stored. The storage location must specify the Amazon S3
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* bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
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* GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
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* same Region where you want to create a new script. By default, Amazon GameLift
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* uploads the latest version of the zip file; if you have S3 object versioning
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* turned on, you can use the <code>ObjectVersion</code> parameter to specify an
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* earlier version. </p>
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*/
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inline void SetStorageLocation(S3Location&& value) { m_storageLocationHasBeenSet = true; m_storageLocation = std::move(value); }
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/**
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* <p>The location of the Amazon S3 bucket where a zipped file containing your
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* Realtime scripts is stored. The storage location must specify the Amazon S3
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* bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
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* GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
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* same Region where you want to create a new script. By default, Amazon GameLift
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* uploads the latest version of the zip file; if you have S3 object versioning
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* turned on, you can use the <code>ObjectVersion</code> parameter to specify an
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* earlier version. </p>
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*/
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inline UpdateScriptRequest& WithStorageLocation(const S3Location& value) { SetStorageLocation(value); return *this;}
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/**
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* <p>The location of the Amazon S3 bucket where a zipped file containing your
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* Realtime scripts is stored. The storage location must specify the Amazon S3
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* bucket name, the zip file name (the "key"), and a role ARN that allows Amazon
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* GameLift to access the Amazon S3 storage location. The S3 bucket must be in the
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* same Region where you want to create a new script. By default, Amazon GameLift
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* uploads the latest version of the zip file; if you have S3 object versioning
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* turned on, you can use the <code>ObjectVersion</code> parameter to specify an
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* earlier version. </p>
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*/
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inline UpdateScriptRequest& WithStorageLocation(S3Location&& value) { SetStorageLocation(std::move(value)); return *this;}
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/**
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* <p>A data object containing your Realtime scripts and dependencies as a zip
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* file. The zip file can have one or multiple files. Maximum size of a zip file is
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* 5 MB.</p> <p>When using the AWS CLI tool to create a script, this parameter is
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* set to the zip file name. It must be prepended with the string "fileb://" to
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* indicate that the file data is a binary object. For example: <code>--zip-file
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* fileb://myRealtimeScript.zip</code>.</p>
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*/
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inline const Aws::Utils::ByteBuffer& GetZipFile() const{ return m_zipFile; }
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/**
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* <p>A data object containing your Realtime scripts and dependencies as a zip
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* file. The zip file can have one or multiple files. Maximum size of a zip file is
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* 5 MB.</p> <p>When using the AWS CLI tool to create a script, this parameter is
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* set to the zip file name. It must be prepended with the string "fileb://" to
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* indicate that the file data is a binary object. For example: <code>--zip-file
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* fileb://myRealtimeScript.zip</code>.</p>
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*/
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inline bool ZipFileHasBeenSet() const { return m_zipFileHasBeenSet; }
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/**
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* <p>A data object containing your Realtime scripts and dependencies as a zip
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* file. The zip file can have one or multiple files. Maximum size of a zip file is
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* 5 MB.</p> <p>When using the AWS CLI tool to create a script, this parameter is
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* set to the zip file name. It must be prepended with the string "fileb://" to
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* indicate that the file data is a binary object. For example: <code>--zip-file
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* fileb://myRealtimeScript.zip</code>.</p>
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*/
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inline void SetZipFile(const Aws::Utils::ByteBuffer& value) { m_zipFileHasBeenSet = true; m_zipFile = value; }
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/**
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* <p>A data object containing your Realtime scripts and dependencies as a zip
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* file. The zip file can have one or multiple files. Maximum size of a zip file is
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* 5 MB.</p> <p>When using the AWS CLI tool to create a script, this parameter is
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* set to the zip file name. It must be prepended with the string "fileb://" to
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* indicate that the file data is a binary object. For example: <code>--zip-file
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* fileb://myRealtimeScript.zip</code>.</p>
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*/
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inline void SetZipFile(Aws::Utils::ByteBuffer&& value) { m_zipFileHasBeenSet = true; m_zipFile = std::move(value); }
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/**
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* <p>A data object containing your Realtime scripts and dependencies as a zip
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* file. The zip file can have one or multiple files. Maximum size of a zip file is
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* 5 MB.</p> <p>When using the AWS CLI tool to create a script, this parameter is
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* set to the zip file name. It must be prepended with the string "fileb://" to
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* indicate that the file data is a binary object. For example: <code>--zip-file
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* fileb://myRealtimeScript.zip</code>.</p>
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*/
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inline UpdateScriptRequest& WithZipFile(const Aws::Utils::ByteBuffer& value) { SetZipFile(value); return *this;}
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/**
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* <p>A data object containing your Realtime scripts and dependencies as a zip
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* file. The zip file can have one or multiple files. Maximum size of a zip file is
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* 5 MB.</p> <p>When using the AWS CLI tool to create a script, this parameter is
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* set to the zip file name. It must be prepended with the string "fileb://" to
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* indicate that the file data is a binary object. For example: <code>--zip-file
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* fileb://myRealtimeScript.zip</code>.</p>
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*/
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inline UpdateScriptRequest& WithZipFile(Aws::Utils::ByteBuffer&& value) { SetZipFile(std::move(value)); return *this;}
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private:
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Aws::String m_scriptId;
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bool m_scriptIdHasBeenSet;
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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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S3Location m_storageLocation;
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bool m_storageLocationHasBeenSet;
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Aws::Utils::ByteBuffer m_zipFile;
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bool m_zipFileHasBeenSet;
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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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