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The AWS SDK for Java with support for OSGi. The AWS SDK for Java provides Java APIs for building software on AWS' cost-effective, scalable, and reliable infrastructure products. The AWS Java SDK allows developers to code against APIs for all of Amazon's infrastructure web services (Amazon S3, Amazon EC2, Amazon SQS, Amazon Relational Database Service, Amazon AutoScaling, etc).

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/*
 * Copyright 2011-2016 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;

/**
 * 

* Properties describing a game build. *

*/ public class Build implements Serializable, Cloneable { /** *

* Unique identifier for a build. *

*/ private String buildId; /** *

* Descriptive label associated with a build. Build names do not need to be * unique. It can be set using CreateBuild or UpdateBuild. *

*/ private String name; /** *

* Version associated with this build. Version strings do not need to be * unique to a build. This value can be set using CreateBuild or * UpdateBuild. *

*/ private String version; /** *

* Current status of the build. Possible build states 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 * state. When a build is successfully created, the build state 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 * state is INITIALIZED, this value is 0. *

*/ private Long sizeOnDisk; /** *

* Time stamp indicating when this object was created. Format is an integer * representing the number of seconds since the Unix epoch (Unix time). *

*/ private java.util.Date creationTime; /** *

* Unique identifier for a build. *

* * @param buildId * Unique identifier for a build. */ public void setBuildId(String buildId) { this.buildId = buildId; } /** *

* Unique identifier for a build. *

* * @return Unique identifier for a build. */ public String getBuildId() { return this.buildId; } /** *

* Unique identifier for a build. *

* * @param buildId * Unique identifier for a 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; } /** *

* Descriptive label associated with a build. Build names do not need to be * unique. It can be set using CreateBuild or UpdateBuild. *

* * @param name * Descriptive label associated with a build. Build names do not need * to be unique. It can be set using CreateBuild or * UpdateBuild. */ public void setName(String name) { this.name = name; } /** *

* Descriptive label associated with a build. Build names do not need to be * unique. It can be set using CreateBuild or UpdateBuild. *

* * @return Descriptive label associated with a build. Build names do not * need to be unique. It can be set using CreateBuild or * UpdateBuild. */ public String getName() { return this.name; } /** *

* Descriptive label associated with a build. Build names do not need to be * unique. It can be set using CreateBuild or UpdateBuild. *

* * @param name * Descriptive label associated with a build. Build names do not 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 associated with this build. Version strings do not need to be * unique to a build. This value can be set using CreateBuild or * UpdateBuild. *

* * @param version * Version associated with this build. Version strings do not need to * be unique to a build. This value can be set using * CreateBuild or UpdateBuild. */ public void setVersion(String version) { this.version = version; } /** *

* Version associated with this build. Version strings do not need to be * unique to a build. This value can be set using CreateBuild or * UpdateBuild. *

* * @return Version associated with this build. Version strings do not need * to be unique to a build. This value can be set using * CreateBuild or UpdateBuild. */ public String getVersion() { return this.version; } /** *

* Version associated with this build. Version strings do not need to be * unique to a build. This value can be set using CreateBuild or * UpdateBuild. *

* * @param version * Version associated with this build. Version strings do not need to * be unique to a build. This value can be set using * CreateBuild or UpdateBuild. * @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 states 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 * state. When a build is successfully created, the build state 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 states 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 state. When a build is successfully created, the build * state 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 states 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 * state. When a build is successfully created, the build state 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 states 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 state. When a build is successfully created, the * build state 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 states 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 * state. When a build is successfully created, the build state 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 states 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 state. When a build is successfully created, the build * state 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 states 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 * state. When a build is successfully created, the build state 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 states 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 state. When a build is successfully created, the build * state 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) { this.status = status.toString(); } /** *

* Current status of the build. Possible build states 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 * state. When a build is successfully created, the build state 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 states 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 state. When a build is successfully created, the build * state 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) { setStatus(status); return this; } /** *

* File size of the uploaded game build, expressed in bytes. When the build * state is INITIALIZED, this value is 0. *

* * @param sizeOnDisk * File size of the uploaded game build, expressed in bytes. When the * build state is INITIALIZED, 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 * state is INITIALIZED, this value is 0. *

* * @return File size of the uploaded game build, expressed in bytes. When * the build state is INITIALIZED, this value is 0. */ public Long getSizeOnDisk() { return this.sizeOnDisk; } /** *

* File size of the uploaded game build, expressed in bytes. When the build * state is INITIALIZED, this value is 0. *

* * @param sizeOnDisk * File size of the uploaded game build, expressed in bytes. When the * build state is INITIALIZED, 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; } /** *

* Time stamp indicating when this object was created. Format is an integer * representing the number of seconds since the Unix epoch (Unix time). *

* * @param creationTime * Time stamp indicating when this object was created. Format is an * integer representing the number of seconds since the Unix epoch * (Unix time). */ public void setCreationTime(java.util.Date creationTime) { this.creationTime = creationTime; } /** *

* Time stamp indicating when this object was created. Format is an integer * representing the number of seconds since the Unix epoch (Unix time). *

* * @return Time stamp indicating when this object was created. Format is an * integer representing the number of seconds since the Unix epoch * (Unix time). */ public java.util.Date getCreationTime() { return this.creationTime; } /** *

* Time stamp indicating when this object was created. Format is an integer * representing the number of seconds since the Unix epoch (Unix time). *

* * @param creationTime * Time stamp indicating when this object was created. Format is an * integer representing the number of seconds since the Unix epoch * (Unix time). * @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; } /** * Returns a string representation of this object; useful for testing and * debugging. * * @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: " + getBuildId() + ","); if (getName() != null) sb.append("Name: " + getName() + ","); if (getVersion() != null) sb.append("Version: " + getVersion() + ","); if (getStatus() != null) sb.append("Status: " + getStatus() + ","); if (getSizeOnDisk() != null) sb.append("SizeOnDisk: " + getSizeOnDisk() + ","); if (getCreationTime() != null) sb.append("CreationTime: " + getCreationTime()); 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.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.getCreationTime() == null ^ this.getCreationTime() == null) return false; if (other.getCreationTime() != null && other.getCreationTime().equals(this.getCreationTime()) == 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 + ((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 + ((getCreationTime() == null) ? 0 : getCreationTime() .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); } } }




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