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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.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(); } }




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