/*
* 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();
}
}