com.amazonaws.services.gamelift.model.CreateBuildRequest 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.AmazonWebServiceRequest;
/**
*
* @see AWS API
* Documentation
*/
@Generated("com.amazonaws:aws-java-sdk-code-generator")
public class CreateBuildRequest extends com.amazonaws.AmazonWebServiceRequest implements Serializable, Cloneable {
/**
*
* A descriptive label associated with a build. Build names don't need to be unique. You can change this value
* later.
*
*/
private String name;
/**
*
* Version information associated with a build or script. Version strings don't need to be unique. You can change
* this value later.
*
*/
private String version;
/**
*
* Information indicating where your game build files are stored. Use this parameter only when creating a build with
* files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and
* key. The location must also specify a role ARN that you set up to allow Amazon GameLift to access your Amazon S3
* bucket. The S3 bucket and your new build must be in the same Region.
*
*
* If a StorageLocation
is specified, the size of your file can be found in your Amazon S3 bucket.
* Amazon GameLift will report a SizeOnDisk
of 0.
*
*/
private S3Location storageLocation;
/**
*
* The operating system that your game server binaries run on. This value determines the type of fleet resources
* that you use for this build. If your game build contains multiple executables, they all must run on the same
* operating system. You must specify a valid operating system in this request. There is no default value. You can't
* change a build's operating system later.
*
*
*
* If you have active fleets using the Windows Server 2012 operating system, you can continue to create new builds
* using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows Server 2016
* when creating new Windows-based builds.
*
*
*/
private String operatingSystem;
/**
*
* A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging Amazon
* Web Services resources are useful for resource management, access management and cost allocation. For more
* information, see Tagging Amazon Web
* Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can
* use TagResource, UntagResource, and ListTagsForResource
* to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services
* General Reference for actual tagging limits.
*
*/
private java.util.List tags;
/**
*
* A server SDK version you used when integrating your game server build with Amazon GameLift. For more information
* see Integrate
* games with custom game servers. By default Amazon GameLift sets this value to 4.0.2
.
*
*/
private String serverSdkVersion;
/**
*
* A descriptive label associated with a build. Build names don't need to be unique. You can change this value
* later.
*
*
* @param name
* A descriptive label associated with a build. Build names don't need to be unique. You can change this
* value later.
*/
public void setName(String name) {
this.name = name;
}
/**
*
* A descriptive label associated with a build. Build names don't need to be unique. You can change this value
* later.
*
*
* @return A descriptive label associated with a build. Build names don't need to be unique. You can change this
* value later.
*/
public String getName() {
return this.name;
}
/**
*
* A descriptive label associated with a build. Build names don't need to be unique. You can change this value
* later.
*
*
* @param name
* A descriptive label associated with a build. Build names don't need to be unique. You can change this
* value later.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateBuildRequest withName(String name) {
setName(name);
return this;
}
/**
*
* Version information associated with a build or script. Version strings don't need to be unique. You can change
* this value later.
*
*
* @param version
* Version information associated with a build or script. Version strings don't need to be unique. You can
* change this value later.
*/
public void setVersion(String version) {
this.version = version;
}
/**
*
* Version information associated with a build or script. Version strings don't need to be unique. You can change
* this value later.
*
*
* @return Version information associated with a build or script. Version strings don't need to be unique. You can
* change this value later.
*/
public String getVersion() {
return this.version;
}
/**
*
* Version information associated with a build or script. Version strings don't need to be unique. You can change
* this value later.
*
*
* @param version
* Version information associated with a build or script. Version strings don't need to be unique. You can
* change this value later.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateBuildRequest withVersion(String version) {
setVersion(version);
return this;
}
/**
*
* Information indicating where your game build files are stored. Use this parameter only when creating a build with
* files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and
* key. The location must also specify a role ARN that you set up to allow Amazon GameLift to access your Amazon S3
* bucket. The S3 bucket and your new build must be in the same Region.
*
*
* If a StorageLocation
is specified, the size of your file can be found in your Amazon S3 bucket.
* Amazon GameLift will report a SizeOnDisk
of 0.
*
*
* @param storageLocation
* Information indicating where your game build files are stored. Use this parameter only when creating a
* build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon
* S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon GameLift
* to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region.
*
* If a StorageLocation
is specified, the size of your file can be found in your Amazon S3
* bucket. Amazon GameLift will report a SizeOnDisk
of 0.
*/
public void setStorageLocation(S3Location storageLocation) {
this.storageLocation = storageLocation;
}
/**
*
* Information indicating where your game build files are stored. Use this parameter only when creating a build with
* files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and
* key. The location must also specify a role ARN that you set up to allow Amazon GameLift to access your Amazon S3
* bucket. The S3 bucket and your new build must be in the same Region.
*
*
* If a StorageLocation
is specified, the size of your file can be found in your Amazon S3 bucket.
* Amazon GameLift will report a SizeOnDisk
of 0.
*
*
* @return Information indicating where your game build files are stored. Use this parameter only when creating a
* build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon
* S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon
* GameLift to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same
* Region.
*
* If a StorageLocation
is specified, the size of your file can be found in your Amazon S3
* bucket. Amazon GameLift will report a SizeOnDisk
of 0.
*/
public S3Location getStorageLocation() {
return this.storageLocation;
}
/**
*
* Information indicating where your game build files are stored. Use this parameter only when creating a build with
* files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and
* key. The location must also specify a role ARN that you set up to allow Amazon GameLift to access your Amazon S3
* bucket. The S3 bucket and your new build must be in the same Region.
*
*
* If a StorageLocation
is specified, the size of your file can be found in your Amazon S3 bucket.
* Amazon GameLift will report a SizeOnDisk
of 0.
*
*
* @param storageLocation
* Information indicating where your game build files are stored. Use this parameter only when creating a
* build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon
* S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon GameLift
* to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region.
*
* If a StorageLocation
is specified, the size of your file can be found in your Amazon S3
* bucket. Amazon GameLift will report a SizeOnDisk
of 0.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateBuildRequest withStorageLocation(S3Location storageLocation) {
setStorageLocation(storageLocation);
return this;
}
/**
*
* The operating system that your game server binaries run on. This value determines the type of fleet resources
* that you use for this build. If your game build contains multiple executables, they all must run on the same
* operating system. You must specify a valid operating system in this request. There is no default value. You can't
* change a build's operating system later.
*
*
*
* If you have active fleets using the Windows Server 2012 operating system, you can continue to create new builds
* using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows Server 2016
* when creating new Windows-based builds.
*
*
*
* @param operatingSystem
* The operating system that your game server binaries run on. This value determines the type of fleet
* resources that you use for this build. If your game build contains multiple executables, they all must run
* on the same operating system. You must specify a valid operating system in this request. There is no
* default value. You can't change a build's operating system later.
*
* If you have active fleets using the Windows Server 2012 operating system, you can continue to create new
* builds using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows
* Server 2016 when creating new Windows-based builds.
*
* @see OperatingSystem
*/
public void setOperatingSystem(String operatingSystem) {
this.operatingSystem = operatingSystem;
}
/**
*
* The operating system that your game server binaries run on. This value determines the type of fleet resources
* that you use for this build. If your game build contains multiple executables, they all must run on the same
* operating system. You must specify a valid operating system in this request. There is no default value. You can't
* change a build's operating system later.
*
*
*
* If you have active fleets using the Windows Server 2012 operating system, you can continue to create new builds
* using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows Server 2016
* when creating new Windows-based builds.
*
*
*
* @return The operating system that your game server binaries run on. This value determines the type of fleet
* resources that you use for this build. If your game build contains multiple executables, they all must
* run on the same operating system. You must specify a valid operating system in this request. There is no
* default value. You can't change a build's operating system later.
*
* If you have active fleets using the Windows Server 2012 operating system, you can continue to create new
* builds using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows
* Server 2016 when creating new Windows-based builds.
*
* @see OperatingSystem
*/
public String getOperatingSystem() {
return this.operatingSystem;
}
/**
*
* The operating system that your game server binaries run on. This value determines the type of fleet resources
* that you use for this build. If your game build contains multiple executables, they all must run on the same
* operating system. You must specify a valid operating system in this request. There is no default value. You can't
* change a build's operating system later.
*
*
*
* If you have active fleets using the Windows Server 2012 operating system, you can continue to create new builds
* using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows Server 2016
* when creating new Windows-based builds.
*
*
*
* @param operatingSystem
* The operating system that your game server binaries run on. This value determines the type of fleet
* resources that you use for this build. If your game build contains multiple executables, they all must run
* on the same operating system. You must specify a valid operating system in this request. There is no
* default value. You can't change a build's operating system later.
*
* If you have active fleets using the Windows Server 2012 operating system, you can continue to create new
* builds using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows
* Server 2016 when creating new Windows-based builds.
*
* @return Returns a reference to this object so that method calls can be chained together.
* @see OperatingSystem
*/
public CreateBuildRequest withOperatingSystem(String operatingSystem) {
setOperatingSystem(operatingSystem);
return this;
}
/**
*
* The operating system that your game server binaries run on. This value determines the type of fleet resources
* that you use for this build. If your game build contains multiple executables, they all must run on the same
* operating system. You must specify a valid operating system in this request. There is no default value. You can't
* change a build's operating system later.
*
*
*
* If you have active fleets using the Windows Server 2012 operating system, you can continue to create new builds
* using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows Server 2016
* when creating new Windows-based builds.
*
*
*
* @param operatingSystem
* The operating system that your game server binaries run on. This value determines the type of fleet
* resources that you use for this build. If your game build contains multiple executables, they all must run
* on the same operating system. You must specify a valid operating system in this request. There is no
* default value. You can't change a build's operating system later.
*
* If you have active fleets using the Windows Server 2012 operating system, you can continue to create new
* builds using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows
* Server 2016 when creating new Windows-based builds.
*
* @see OperatingSystem
*/
public void setOperatingSystem(OperatingSystem operatingSystem) {
withOperatingSystem(operatingSystem);
}
/**
*
* The operating system that your game server binaries run on. This value determines the type of fleet resources
* that you use for this build. If your game build contains multiple executables, they all must run on the same
* operating system. You must specify a valid operating system in this request. There is no default value. You can't
* change a build's operating system later.
*
*
*
* If you have active fleets using the Windows Server 2012 operating system, you can continue to create new builds
* using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows Server 2016
* when creating new Windows-based builds.
*
*
*
* @param operatingSystem
* The operating system that your game server binaries run on. This value determines the type of fleet
* resources that you use for this build. If your game build contains multiple executables, they all must run
* on the same operating system. You must specify a valid operating system in this request. There is no
* default value. You can't change a build's operating system later.
*
* If you have active fleets using the Windows Server 2012 operating system, you can continue to create new
* builds using this OS until October 10, 2023, when Microsoft ends its support. All others must use Windows
* Server 2016 when creating new Windows-based builds.
*
* @return Returns a reference to this object so that method calls can be chained together.
* @see OperatingSystem
*/
public CreateBuildRequest withOperatingSystem(OperatingSystem operatingSystem) {
this.operatingSystem = operatingSystem.toString();
return this;
}
/**
*
* A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging Amazon
* Web Services resources are useful for resource management, access management and cost allocation. For more
* information, see Tagging Amazon Web
* Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can
* use TagResource, UntagResource, and ListTagsForResource
* to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services
* General Reference for actual tagging limits.
*
*
* @return A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging
* Amazon Web Services resources are useful for resource management, access management and cost allocation.
* For more information, see
* Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the
* resource is created, you can use TagResource, UntagResource,
* and
* ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated.
* See the Amazon Web Services General Reference for actual tagging limits.
*/
public java.util.List getTags() {
return tags;
}
/**
*
* A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging Amazon
* Web Services resources are useful for resource management, access management and cost allocation. For more
* information, see Tagging Amazon Web
* Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can
* use TagResource, UntagResource, and ListTagsForResource
* to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services
* General Reference for actual tagging limits.
*
*
* @param tags
* A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging
* Amazon Web Services resources are useful for resource management, access management and cost allocation.
* For more information, see
* Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the
* resource is created, you can use TagResource, UntagResource,
* and
* ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See
* the Amazon Web Services General Reference for actual tagging limits.
*/
public void setTags(java.util.Collection tags) {
if (tags == null) {
this.tags = null;
return;
}
this.tags = new java.util.ArrayList(tags);
}
/**
*
* A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging Amazon
* Web Services resources are useful for resource management, access management and cost allocation. For more
* information, see Tagging Amazon Web
* Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can
* use TagResource, UntagResource, and ListTagsForResource
* to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services
* General Reference for actual tagging limits.
*
*
* NOTE: This method appends the values to the existing list (if any). Use
* {@link #setTags(java.util.Collection)} or {@link #withTags(java.util.Collection)} if you want to override the
* existing values.
*
*
* @param tags
* A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging
* Amazon Web Services resources are useful for resource management, access management and cost allocation.
* For more information, see
* Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the
* resource is created, you can use TagResource, UntagResource,
* and
* ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See
* the Amazon Web Services General Reference for actual tagging limits.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateBuildRequest withTags(Tag... tags) {
if (this.tags == null) {
setTags(new java.util.ArrayList(tags.length));
}
for (Tag ele : tags) {
this.tags.add(ele);
}
return this;
}
/**
*
* A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging Amazon
* Web Services resources are useful for resource management, access management and cost allocation. For more
* information, see Tagging Amazon Web
* Services Resources in the Amazon Web Services General Reference. Once the resource is created, you can
* use TagResource, UntagResource, and ListTagsForResource
* to add, remove, and view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services
* General Reference for actual tagging limits.
*
*
* @param tags
* A list of labels to assign to the new build resource. Tags are developer defined key-value pairs. Tagging
* Amazon Web Services resources are useful for resource management, access management and cost allocation.
* For more information, see
* Tagging Amazon Web Services Resources in the Amazon Web Services General Reference. Once the
* resource is created, you can use TagResource, UntagResource,
* and
* ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See
* the Amazon Web Services General Reference for actual tagging limits.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateBuildRequest withTags(java.util.Collection tags) {
setTags(tags);
return this;
}
/**
*
* A server SDK version you used when integrating your game server build with Amazon GameLift. For more information
* see Integrate
* games with custom game servers. By default Amazon GameLift sets this value to 4.0.2
.
*
*
* @param serverSdkVersion
* A server SDK version you used when integrating your game server build with Amazon GameLift. For more
* information see Integrate
* games with custom game servers. By default Amazon GameLift sets this value to 4.0.2
.
*/
public void setServerSdkVersion(String serverSdkVersion) {
this.serverSdkVersion = serverSdkVersion;
}
/**
*
* A server SDK version you used when integrating your game server build with Amazon GameLift. For more information
* see Integrate
* games with custom game servers. By default Amazon GameLift sets this value to 4.0.2
.
*
*
* @return A server SDK version you used when integrating your game server build with Amazon GameLift. For more
* information see Integrate
* games with custom game servers. By default Amazon GameLift sets this value to 4.0.2
.
*/
public String getServerSdkVersion() {
return this.serverSdkVersion;
}
/**
*
* A server SDK version you used when integrating your game server build with Amazon GameLift. For more information
* see Integrate
* games with custom game servers. By default Amazon GameLift sets this value to 4.0.2
.
*
*
* @param serverSdkVersion
* A server SDK version you used when integrating your game server build with Amazon GameLift. For more
* information see Integrate
* games with custom game servers. By default Amazon GameLift sets this value to 4.0.2
.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateBuildRequest 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 (getName() != null)
sb.append("Name: ").append(getName()).append(",");
if (getVersion() != null)
sb.append("Version: ").append(getVersion()).append(",");
if (getStorageLocation() != null)
sb.append("StorageLocation: ").append(getStorageLocation()).append(",");
if (getOperatingSystem() != null)
sb.append("OperatingSystem: ").append(getOperatingSystem()).append(",");
if (getTags() != null)
sb.append("Tags: ").append(getTags()).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 CreateBuildRequest == false)
return false;
CreateBuildRequest other = (CreateBuildRequest) obj;
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.getStorageLocation() == null ^ this.getStorageLocation() == null)
return false;
if (other.getStorageLocation() != null && other.getStorageLocation().equals(this.getStorageLocation()) == 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.getTags() == null ^ this.getTags() == null)
return false;
if (other.getTags() != null && other.getTags().equals(this.getTags()) == 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 + ((getName() == null) ? 0 : getName().hashCode());
hashCode = prime * hashCode + ((getVersion() == null) ? 0 : getVersion().hashCode());
hashCode = prime * hashCode + ((getStorageLocation() == null) ? 0 : getStorageLocation().hashCode());
hashCode = prime * hashCode + ((getOperatingSystem() == null) ? 0 : getOperatingSystem().hashCode());
hashCode = prime * hashCode + ((getTags() == null) ? 0 : getTags().hashCode());
hashCode = prime * hashCode + ((getServerSdkVersion() == null) ? 0 : getServerSdkVersion().hashCode());
return hashCode;
}
@Override
public CreateBuildRequest clone() {
return (CreateBuildRequest) super.clone();
}
}