
commonMain.aws.sdk.kotlin.services.gamelift.model.Build.kt Maven / Gradle / Ivy
// Code generated by smithy-kotlin-codegen. DO NOT EDIT!
package aws.sdk.kotlin.services.gamelift.model
import aws.smithy.kotlin.runtime.time.Instant
/**
* Properties describing a custom game build.
*
* [All APIs by task](https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets)
*/
public class Build private constructor(builder: Builder) {
/**
* The Amazon Resource Name ([ARN](https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is `arn:aws:gamelift:::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. In a GameLift build ARN, the resource ID matches the *BuildId* value.
*/
public val buildArn: kotlin.String? = builder.buildArn
/**
* A unique identifier for the build.
*/
public val buildId: kotlin.String? = builder.buildId
/**
* A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example `"1469498468.057"`).
*/
public val creationTime: aws.smithy.kotlin.runtime.time.Instant? = builder.creationTime
/**
* A descriptive label associated with a build. Build names don't need to be unique. It can be set using [CreateBuild](https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateBuild.html) or [UpdateBuild](https://docs.aws.amazon.com/gamelift/latest/apireference/UpdateBuild).
*/
public val name: kotlin.String? = builder.name
/**
* 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.
*/
public val operatingSystem: aws.sdk.kotlin.services.gamelift.model.OperatingSystem? = builder.operatingSystem
/**
* The Amazon GameLift Server SDK version used to develop your game server.
*/
public val serverSdkVersion: kotlin.String? = builder.serverSdkVersion
/**
* File size of the uploaded game build, expressed in bytes. When the build status is `INITIALIZED` or when using a custom Amazon S3 storage location, this value is 0.
*/
public val sizeOnDisk: kotlin.Long? = builder.sizeOnDisk
/**
* Current status of the build.
*
* Possible build statuses include the following:
* + **INITIALIZED** -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.
* + **READY** -- The game build has been successfully uploaded. You can now create new fleets for this build.
* + **FAILED** -- The game build upload failed. You cannot create new fleets for this build.
*/
public val status: aws.sdk.kotlin.services.gamelift.model.BuildStatus? = builder.status
/**
* Version information associated with a build or script. Version strings don't need to be unique.
*/
public val version: kotlin.String? = builder.version
public companion object {
public operator fun invoke(block: Builder.() -> kotlin.Unit): aws.sdk.kotlin.services.gamelift.model.Build = Builder().apply(block).build()
}
override fun toString(): kotlin.String = buildString {
append("Build(")
append("buildArn=$buildArn,")
append("buildId=$buildId,")
append("creationTime=$creationTime,")
append("name=$name,")
append("operatingSystem=$operatingSystem,")
append("serverSdkVersion=$serverSdkVersion,")
append("sizeOnDisk=$sizeOnDisk,")
append("status=$status,")
append("version=$version")
append(")")
}
override fun hashCode(): kotlin.Int {
var result = buildArn?.hashCode() ?: 0
result = 31 * result + (buildId?.hashCode() ?: 0)
result = 31 * result + (creationTime?.hashCode() ?: 0)
result = 31 * result + (name?.hashCode() ?: 0)
result = 31 * result + (operatingSystem?.hashCode() ?: 0)
result = 31 * result + (serverSdkVersion?.hashCode() ?: 0)
result = 31 * result + (sizeOnDisk?.hashCode() ?: 0)
result = 31 * result + (status?.hashCode() ?: 0)
result = 31 * result + (version?.hashCode() ?: 0)
return result
}
override fun equals(other: kotlin.Any?): kotlin.Boolean {
if (this === other) return true
if (other == null || this::class != other::class) return false
other as Build
if (buildArn != other.buildArn) return false
if (buildId != other.buildId) return false
if (creationTime != other.creationTime) return false
if (name != other.name) return false
if (operatingSystem != other.operatingSystem) return false
if (serverSdkVersion != other.serverSdkVersion) return false
if (sizeOnDisk != other.sizeOnDisk) return false
if (status != other.status) return false
if (version != other.version) return false
return true
}
public inline fun copy(block: Builder.() -> kotlin.Unit = {}): aws.sdk.kotlin.services.gamelift.model.Build = Builder(this).apply(block).build()
public class Builder {
/**
* The Amazon Resource Name ([ARN](https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is `arn:aws:gamelift:::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912`. In a GameLift build ARN, the resource ID matches the *BuildId* value.
*/
public var buildArn: kotlin.String? = null
/**
* A unique identifier for the build.
*/
public var buildId: kotlin.String? = null
/**
* A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example `"1469498468.057"`).
*/
public var creationTime: aws.smithy.kotlin.runtime.time.Instant? = null
/**
* A descriptive label associated with a build. Build names don't need to be unique. It can be set using [CreateBuild](https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateBuild.html) or [UpdateBuild](https://docs.aws.amazon.com/gamelift/latest/apireference/UpdateBuild).
*/
public var name: kotlin.String? = null
/**
* 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.
*/
public var operatingSystem: aws.sdk.kotlin.services.gamelift.model.OperatingSystem? = null
/**
* The Amazon GameLift Server SDK version used to develop your game server.
*/
public var serverSdkVersion: kotlin.String? = null
/**
* File size of the uploaded game build, expressed in bytes. When the build status is `INITIALIZED` or when using a custom Amazon S3 storage location, this value is 0.
*/
public var sizeOnDisk: kotlin.Long? = null
/**
* Current status of the build.
*
* Possible build statuses include the following:
* + **INITIALIZED** -- A new build has been defined, but no files have been uploaded. You cannot create fleets for builds that are in this status. When a build is successfully created, the build status is set to this value.
* + **READY** -- The game build has been successfully uploaded. You can now create new fleets for this build.
* + **FAILED** -- The game build upload failed. You cannot create new fleets for this build.
*/
public var status: aws.sdk.kotlin.services.gamelift.model.BuildStatus? = null
/**
* Version information associated with a build or script. Version strings don't need to be unique.
*/
public var version: kotlin.String? = null
@PublishedApi
internal constructor()
@PublishedApi
internal constructor(x: aws.sdk.kotlin.services.gamelift.model.Build) : this() {
this.buildArn = x.buildArn
this.buildId = x.buildId
this.creationTime = x.creationTime
this.name = x.name
this.operatingSystem = x.operatingSystem
this.serverSdkVersion = x.serverSdkVersion
this.sizeOnDisk = x.sizeOnDisk
this.status = x.status
this.version = x.version
}
@PublishedApi
internal fun build(): aws.sdk.kotlin.services.gamelift.model.Build = Build(this)
internal fun correctErrors(): Builder {
return this
}
}
}
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