/* * Copyright 2012-2017 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; /** * <p> * Represents the input for a request action. * </p> * * @see <a href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild" target="_top">AWS API * Documentation</a> */ @Generated("com.amazonaws:aws-java-sdk-code-generator") public class CreateBuildRequest extends com.amazonaws.AmazonWebServiceRequest implements Serializable, Cloneable { /** * <p> * Descriptive label that is associated with a build. Build names do not need to be unique. You can use * <a>UpdateBuild</a> to change this value later. * </p> */ private String name; /** * <p> * Version that is associated with this build. Version strings do not need to be unique. You can use * <a>UpdateBuild</a> to change this value later. * </p> */ private String version; /** * <p> * Amazon S3 location of the game build files to be uploaded. The S3 bucket must be owned by the same AWS account * that you're using to manage Amazon GameLift. It also must in the same region that you want to create a new build * in. Before calling <code>CreateBuild</code> with this location, you must allow Amazon GameLift to access your * Amazon S3 bucket (see <a href= * "http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build" * >Create a Build with Files in Amazon S3</a>). * </p> */ private S3Location storageLocation; /** * <p> * 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. If your game build contains multiple executables, they all must run on * the same operating system. * </p> */ private String operatingSystem; /** * <p> * Descriptive label that is associated with a build. Build names do not need to be unique. You can use * <a>UpdateBuild</a> to change this value later. * </p> * * @param name * Descriptive label that is associated with a build. Build names do not need to be unique. You can use * <a>UpdateBuild</a> to change this value later. */ public void setName(String name) { this.name = name; } /** * <p> * Descriptive label that is associated with a build. Build names do not need to be unique. You can use * <a>UpdateBuild</a> to change this value later. * </p> * * @return Descriptive label that is associated with a build. Build names do not need to be unique. You can use * <a>UpdateBuild</a> to change this value later. */ public String getName() { return this.name; } /** * <p> * Descriptive label that is associated with a build. Build names do not need to be unique. You can use * <a>UpdateBuild</a> to change this value later. * </p> * * @param name * Descriptive label that is associated with a build. Build names do not need to be unique. You can use * <a>UpdateBuild</a> to 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; } /** * <p> * Version that is associated with this build. Version strings do not need to be unique. You can use * <a>UpdateBuild</a> to change this value later. * </p> * * @param version * Version that is associated with this build. Version strings do not need to be unique. You can use * <a>UpdateBuild</a> to change this value later. */ public void setVersion(String version) { this.version = version; } /** * <p> * Version that is associated with this build. Version strings do not need to be unique. You can use * <a>UpdateBuild</a> to change this value later. * </p> * * @return Version that is associated with this build. Version strings do not need to be unique. You can use * <a>UpdateBuild</a> to change this value later. */ public String getVersion() { return this.version; } /** * <p> * Version that is associated with this build. Version strings do not need to be unique. You can use * <a>UpdateBuild</a> to change this value later. * </p> * * @param version * Version that is associated with this build. Version strings do not need to be unique. You can use * <a>UpdateBuild</a> to 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; } /** * <p> * Amazon S3 location of the game build files to be uploaded. The S3 bucket must be owned by the same AWS account * that you're using to manage Amazon GameLift. It also must in the same region that you want to create a new build * in. Before calling <code>CreateBuild</code> with this location, you must allow Amazon GameLift to access your * Amazon S3 bucket (see <a href= * "http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build" * >Create a Build with Files in Amazon S3</a>). * </p> * * @param storageLocation * Amazon S3 location of the game build files to be uploaded. The S3 bucket must be owned by the same AWS * account that you're using to manage Amazon GameLift. It also must in the same region that you want to * create a new build in. Before calling <code>CreateBuild</code> with this location, you must allow Amazon * GameLift to access your Amazon S3 bucket (see <a href= * "http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build" * >Create a Build with Files in Amazon S3</a>). */ public void setStorageLocation(S3Location storageLocation) { this.storageLocation = storageLocation; } /** * <p> * Amazon S3 location of the game build files to be uploaded. The S3 bucket must be owned by the same AWS account * that you're using to manage Amazon GameLift. It also must in the same region that you want to create a new build * in. Before calling <code>CreateBuild</code> with this location, you must allow Amazon GameLift to access your * Amazon S3 bucket (see <a href= * "http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build" * >Create a Build with Files in Amazon S3</a>). * </p> * * @return Amazon S3 location of the game build files to be uploaded. The S3 bucket must be owned by the same AWS * account that you're using to manage Amazon GameLift. It also must in the same region that you want to * create a new build in. Before calling <code>CreateBuild</code> with this location, you must allow Amazon * GameLift to access your Amazon S3 bucket (see <a href= * "http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build" * >Create a Build with Files in Amazon S3</a>). */ public S3Location getStorageLocation() { return this.storageLocation; } /** * <p> * Amazon S3 location of the game build files to be uploaded. The S3 bucket must be owned by the same AWS account * that you're using to manage Amazon GameLift. It also must in the same region that you want to create a new build * in. Before calling <code>CreateBuild</code> with this location, you must allow Amazon GameLift to access your * Amazon S3 bucket (see <a href= * "http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build" * >Create a Build with Files in Amazon S3</a>). * </p> * * @param storageLocation * Amazon S3 location of the game build files to be uploaded. The S3 bucket must be owned by the same AWS * account that you're using to manage Amazon GameLift. It also must in the same region that you want to * create a new build in. Before calling <code>CreateBuild</code> with this location, you must allow Amazon * GameLift to access your Amazon S3 bucket (see <a href= * "http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build" * >Create a Build with Files in Amazon S3</a>). * @return Returns a reference to this object so that method calls can be chained together. */ public CreateBuildRequest withStorageLocation(S3Location storageLocation) { setStorageLocation(storageLocation); return this; } /** * <p> * 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. If your game build contains multiple executables, they all must run on * the same operating system. * </p> * * @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. If your game build contains multiple executables, they * all must run on the same operating system. * @see OperatingSystem */ public void setOperatingSystem(String operatingSystem) { this.operatingSystem = operatingSystem; } /** * <p> * 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. If your game build contains multiple executables, they all must run on * the same operating system. * </p> * * @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. If your game build contains multiple executables, they * all must run on the same operating system. * @see OperatingSystem */ public String getOperatingSystem() { return this.operatingSystem; } /** * <p> * 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. If your game build contains multiple executables, they all must run on * the same operating system. * </p> * * @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. If your game build contains multiple executables, they * all must run on the same operating system. * @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; } /** * <p> * 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. If your game build contains multiple executables, they all must run on * the same operating system. * </p> * * @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. If your game build contains multiple executables, they * all must run on the same operating system. * @see OperatingSystem */ public void setOperatingSystem(OperatingSystem operatingSystem) { this.operatingSystem = operatingSystem.toString(); } /** * <p> * 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. If your game build contains multiple executables, they all must run on * the same operating system. * </p> * * @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. If your game build contains multiple executables, they * all must run on the same operating system. * @return Returns a reference to this object so that method calls can be chained together. * @see OperatingSystem */ public CreateBuildRequest withOperatingSystem(OperatingSystem operatingSystem) { setOperatingSystem(operatingSystem); 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 (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()); 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; 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()); return hashCode; } @Override public CreateBuildRequest clone() { return (CreateBuildRequest) super.clone(); } }