com.amazonaws.services.gamelift.model.Build Maven / Gradle / Ivy
/*
* Copyright 2019-2024 Amazon.com, Inc. or its affiliates. All Rights Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License"). You may not use this file except in compliance with
* the License. A copy of the License is located at
*
* http://aws.amazon.com/apache2.0
*
* or in the "license" file accompanying this file. This file is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
* CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions
* and limitations under the License.
*/
package com.amazonaws.services.gamelift.model;
import java.io.Serializable;
import javax.annotation.Generated;
import com.amazonaws.protocol.StructuredPojo;
import com.amazonaws.protocol.ProtocolMarshaller;
/**
*
* Properties describing a custom game build.
*
*
* All APIs by task
*
*
* @see AWS API
* Documentation
*/
@Generated("com.amazonaws:aws-java-sdk-code-generator")
public class Build implements Serializable, Cloneable, StructuredPojo {
/**
*
* A unique identifier for the build.
*
*/
private String buildId;
/**
*
* The Amazon Resource Name (ARN)
* assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs are unique across all Regions.
* Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a
* GameLift build ARN, the resource ID matches the BuildId value.
*
*/
private String buildArn;
/**
*
* A descriptive label associated with a build. Build names don't need to be unique. It can be set using CreateBuild or UpdateBuild.
*
*/
private String name;
/**
*
* Version information associated with a build or script. Version strings don't need to be unique.
*
*/
private String version;
/**
*
* 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.
*
*
*
*/
private String status;
/**
*
* 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.
*
*/
private Long sizeOnDisk;
/**
*
* 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.
*
*/
private String operatingSystem;
/**
*
* A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057"
).
*
*/
private java.util.Date creationTime;
/**
*
* The Amazon GameLift Server SDK version used to develop your game server.
*
*/
private String serverSdkVersion;
/**
*
* A unique identifier for the build.
*
*
* @param buildId
* A unique identifier for the build.
*/
public void setBuildId(String buildId) {
this.buildId = buildId;
}
/**
*
* A unique identifier for the build.
*
*
* @return A unique identifier for the build.
*/
public String getBuildId() {
return this.buildId;
}
/**
*
* A unique identifier for the build.
*
*
* @param buildId
* A unique identifier for the build.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public Build withBuildId(String buildId) {
setBuildId(buildId);
return this;
}
/**
*
* The Amazon Resource Name (ARN)
* assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs are unique across all Regions.
* Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a
* GameLift build ARN, the resource ID matches the BuildId value.
*
*
* @param buildArn
* The Amazon Resource Name (ARN) assigned to a Amazon
* GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a
* GameLift build ARN, the resource ID matches the BuildId value.
*/
public void setBuildArn(String buildArn) {
this.buildArn = buildArn;
}
/**
*
* The Amazon Resource Name (ARN)
* assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs are unique across all Regions.
* Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a
* GameLift build ARN, the resource ID matches the BuildId value.
*
*
* @return The Amazon Resource Name (ARN) assigned to a Amazon
* GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a
* GameLift build ARN, the resource ID matches the BuildId value.
*/
public String getBuildArn() {
return this.buildArn;
}
/**
*
* The Amazon Resource Name (ARN)
* assigned to a Amazon GameLift build resource and uniquely identifies it. ARNs are unique across all Regions.
* Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a
* GameLift build ARN, the resource ID matches the BuildId value.
*
*
* @param buildArn
* The Amazon Resource Name (ARN) assigned to a Amazon
* GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is
* arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912
. In a
* GameLift build ARN, the resource ID matches the BuildId value.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public Build withBuildArn(String buildArn) {
setBuildArn(buildArn);
return this;
}
/**
*
* A descriptive label associated with a build. Build names don't need to be unique. It can be set using CreateBuild or UpdateBuild.
*
*
* @param name
* A descriptive label associated with a build. Build names don't need to be unique. It can be set using CreateBuild or UpdateBuild.
*/
public void setName(String name) {
this.name = name;
}
/**
*
* A descriptive label associated with a build. Build names don't need to be unique. It can be set using CreateBuild or UpdateBuild.
*
*
* @return A descriptive label associated with a build. Build names don't need to be unique. It can be set using CreateBuild or
* UpdateBuild.
*/
public String getName() {
return this.name;
}
/**
*
* A descriptive label associated with a build. Build names don't need to be unique. It can be set using CreateBuild or UpdateBuild.
*
*
* @param name
* A descriptive label associated with a build. Build names don't need to be unique. It can be set using CreateBuild or UpdateBuild.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public Build withName(String name) {
setName(name);
return this;
}
/**
*
* Version information associated with a build or script. Version strings don't need to be unique.
*
*
* @param version
* Version information associated with a build or script. Version strings don't need to be unique.
*/
public void setVersion(String version) {
this.version = version;
}
/**
*
* Version information associated with a build or script. Version strings don't need to be unique.
*
*
* @return Version information associated with a build or script. Version strings don't need to be unique.
*/
public String getVersion() {
return this.version;
}
/**
*
* Version information associated with a build or script. Version strings don't need to be unique.
*
*
* @param version
* Version information associated with a build or script. Version strings don't need to be unique.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public Build withVersion(String version) {
setVersion(version);
return this;
}
/**
*
* 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.
*
*
*
*
* @param status
* 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.
*
*
* @see BuildStatus
*/
public void setStatus(String status) {
this.status = status;
}
/**
*
* 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.
*
*
*
*
* @return 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.
*
*
* @see BuildStatus
*/
public String getStatus() {
return this.status;
}
/**
*
* 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.
*
*
*
*
* @param status
* 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.
*
*
* @return Returns a reference to this object so that method calls can be chained together.
* @see BuildStatus
*/
public Build withStatus(String status) {
setStatus(status);
return this;
}
/**
*
* 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.
*
*
*
*
* @param status
* 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.
*
*
* @see BuildStatus
*/
public void setStatus(BuildStatus status) {
withStatus(status);
}
/**
*
* 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.
*
*
*
*
* @param status
* 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.
*
*
* @return Returns a reference to this object so that method calls can be chained together.
* @see BuildStatus
*/
public Build withStatus(BuildStatus status) {
this.status = status.toString();
return this;
}
/**
*
* 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.
*
*
* @param sizeOnDisk
* 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 void setSizeOnDisk(Long sizeOnDisk) {
this.sizeOnDisk = sizeOnDisk;
}
/**
*
* 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.
*
*
* @return 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 Long getSizeOnDisk() {
return this.sizeOnDisk;
}
/**
*
* 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.
*
*
* @param sizeOnDisk
* 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.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public Build withSizeOnDisk(Long sizeOnDisk) {
setSizeOnDisk(sizeOnDisk);
return this;
}
/**
*
* 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.
*
*
* @param operatingSystem
* 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.
* @see OperatingSystem
*/
public void setOperatingSystem(String operatingSystem) {
this.operatingSystem = operatingSystem;
}
/**
*
* 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.
*
*
* @return 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.
* @see OperatingSystem
*/
public String getOperatingSystem() {
return this.operatingSystem;
}
/**
*
* 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.
*
*
* @param operatingSystem
* 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.
* @return Returns a reference to this object so that method calls can be chained together.
* @see OperatingSystem
*/
public Build withOperatingSystem(String operatingSystem) {
setOperatingSystem(operatingSystem);
return this;
}
/**
*
* 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.
*
*
* @param operatingSystem
* 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.
* @see OperatingSystem
*/
public void setOperatingSystem(OperatingSystem operatingSystem) {
withOperatingSystem(operatingSystem);
}
/**
*
* 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.
*
*
* @param operatingSystem
* 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.
* @return Returns a reference to this object so that method calls can be chained together.
* @see OperatingSystem
*/
public Build withOperatingSystem(OperatingSystem operatingSystem) {
this.operatingSystem = operatingSystem.toString();
return this;
}
/**
*
* A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057"
).
*
*
* @param creationTime
* 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 void setCreationTime(java.util.Date creationTime) {
this.creationTime = creationTime;
}
/**
*
* A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057"
).
*
*
* @return 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 java.util.Date getCreationTime() {
return this.creationTime;
}
/**
*
* A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057"
).
*
*
* @param creationTime
* A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057"
).
* @return Returns a reference to this object so that method calls can be chained together.
*/
public Build withCreationTime(java.util.Date creationTime) {
setCreationTime(creationTime);
return this;
}
/**
*
* The Amazon GameLift Server SDK version used to develop your game server.
*
*
* @param serverSdkVersion
* The Amazon GameLift Server SDK version used to develop your game server.
*/
public void setServerSdkVersion(String serverSdkVersion) {
this.serverSdkVersion = serverSdkVersion;
}
/**
*
* The Amazon GameLift Server SDK version used to develop your game server.
*
*
* @return The Amazon GameLift Server SDK version used to develop your game server.
*/
public String getServerSdkVersion() {
return this.serverSdkVersion;
}
/**
*
* The Amazon GameLift Server SDK version used to develop your game server.
*
*
* @param serverSdkVersion
* The Amazon GameLift Server SDK version used to develop your game server.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public Build withServerSdkVersion(String serverSdkVersion) {
setServerSdkVersion(serverSdkVersion);
return this;
}
/**
* Returns a string representation of this object. This is useful for testing and debugging. Sensitive data will be
* redacted from this string using a placeholder value.
*
* @return A string representation of this object.
*
* @see java.lang.Object#toString()
*/
@Override
public String toString() {
StringBuilder sb = new StringBuilder();
sb.append("{");
if (getBuildId() != null)
sb.append("BuildId: ").append(getBuildId()).append(",");
if (getBuildArn() != null)
sb.append("BuildArn: ").append(getBuildArn()).append(",");
if (getName() != null)
sb.append("Name: ").append(getName()).append(",");
if (getVersion() != null)
sb.append("Version: ").append(getVersion()).append(",");
if (getStatus() != null)
sb.append("Status: ").append(getStatus()).append(",");
if (getSizeOnDisk() != null)
sb.append("SizeOnDisk: ").append(getSizeOnDisk()).append(",");
if (getOperatingSystem() != null)
sb.append("OperatingSystem: ").append(getOperatingSystem()).append(",");
if (getCreationTime() != null)
sb.append("CreationTime: ").append(getCreationTime()).append(",");
if (getServerSdkVersion() != null)
sb.append("ServerSdkVersion: ").append(getServerSdkVersion());
sb.append("}");
return sb.toString();
}
@Override
public boolean equals(Object obj) {
if (this == obj)
return true;
if (obj == null)
return false;
if (obj instanceof Build == false)
return false;
Build other = (Build) obj;
if (other.getBuildId() == null ^ this.getBuildId() == null)
return false;
if (other.getBuildId() != null && other.getBuildId().equals(this.getBuildId()) == false)
return false;
if (other.getBuildArn() == null ^ this.getBuildArn() == null)
return false;
if (other.getBuildArn() != null && other.getBuildArn().equals(this.getBuildArn()) == false)
return false;
if (other.getName() == null ^ this.getName() == null)
return false;
if (other.getName() != null && other.getName().equals(this.getName()) == false)
return false;
if (other.getVersion() == null ^ this.getVersion() == null)
return false;
if (other.getVersion() != null && other.getVersion().equals(this.getVersion()) == false)
return false;
if (other.getStatus() == null ^ this.getStatus() == null)
return false;
if (other.getStatus() != null && other.getStatus().equals(this.getStatus()) == false)
return false;
if (other.getSizeOnDisk() == null ^ this.getSizeOnDisk() == null)
return false;
if (other.getSizeOnDisk() != null && other.getSizeOnDisk().equals(this.getSizeOnDisk()) == false)
return false;
if (other.getOperatingSystem() == null ^ this.getOperatingSystem() == null)
return false;
if (other.getOperatingSystem() != null && other.getOperatingSystem().equals(this.getOperatingSystem()) == false)
return false;
if (other.getCreationTime() == null ^ this.getCreationTime() == null)
return false;
if (other.getCreationTime() != null && other.getCreationTime().equals(this.getCreationTime()) == false)
return false;
if (other.getServerSdkVersion() == null ^ this.getServerSdkVersion() == null)
return false;
if (other.getServerSdkVersion() != null && other.getServerSdkVersion().equals(this.getServerSdkVersion()) == false)
return false;
return true;
}
@Override
public int hashCode() {
final int prime = 31;
int hashCode = 1;
hashCode = prime * hashCode + ((getBuildId() == null) ? 0 : getBuildId().hashCode());
hashCode = prime * hashCode + ((getBuildArn() == null) ? 0 : getBuildArn().hashCode());
hashCode = prime * hashCode + ((getName() == null) ? 0 : getName().hashCode());
hashCode = prime * hashCode + ((getVersion() == null) ? 0 : getVersion().hashCode());
hashCode = prime * hashCode + ((getStatus() == null) ? 0 : getStatus().hashCode());
hashCode = prime * hashCode + ((getSizeOnDisk() == null) ? 0 : getSizeOnDisk().hashCode());
hashCode = prime * hashCode + ((getOperatingSystem() == null) ? 0 : getOperatingSystem().hashCode());
hashCode = prime * hashCode + ((getCreationTime() == null) ? 0 : getCreationTime().hashCode());
hashCode = prime * hashCode + ((getServerSdkVersion() == null) ? 0 : getServerSdkVersion().hashCode());
return hashCode;
}
@Override
public Build clone() {
try {
return (Build) super.clone();
} catch (CloneNotSupportedException e) {
throw new IllegalStateException("Got a CloneNotSupportedException from Object.clone() " + "even though we're Cloneable!", e);
}
}
@com.amazonaws.annotation.SdkInternalApi
@Override
public void marshall(ProtocolMarshaller protocolMarshaller) {
com.amazonaws.services.gamelift.model.transform.BuildMarshaller.getInstance().marshall(this, protocolMarshaller);
}
}