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/*
 * 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); } }




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