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2026-02-28 12:32:28 -05:00

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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/gamelift/GameLiftRequest.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
*/
class UpdateBuildRequest : public GameLiftRequest
{
public:
AWS_GAMELIFT_API UpdateBuildRequest();
// Service request name is the Operation name which will send this request out,
// each operation should has unique request name, so that we can get operation's name from this request.
// Note: this is not true for response, multiple operations may have the same response name,
// so we can not get operation's name from response.
inline virtual const char* GetServiceRequestName() const override { return "UpdateBuild"; }
AWS_GAMELIFT_API Aws::String SerializePayload() const override;
AWS_GAMELIFT_API Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
///@{
/**
* <p>A unique identifier for the build to update. You can use either the build ID
* or ARN value. </p>
*/
inline const Aws::String& GetBuildId() const{ return m_buildId; }
inline bool BuildIdHasBeenSet() const { return m_buildIdHasBeenSet; }
inline void SetBuildId(const Aws::String& value) { m_buildIdHasBeenSet = true; m_buildId = value; }
inline void SetBuildId(Aws::String&& value) { m_buildIdHasBeenSet = true; m_buildId = std::move(value); }
inline void SetBuildId(const char* value) { m_buildIdHasBeenSet = true; m_buildId.assign(value); }
inline UpdateBuildRequest& WithBuildId(const Aws::String& value) { SetBuildId(value); return *this;}
inline UpdateBuildRequest& WithBuildId(Aws::String&& value) { SetBuildId(std::move(value)); return *this;}
inline UpdateBuildRequest& WithBuildId(const char* value) { SetBuildId(value); return *this;}
///@}
///@{
/**
* <p>A descriptive label that is associated with a build. Build names do not need
* to be unique. </p>
*/
inline const Aws::String& GetName() const{ return m_name; }
inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
inline UpdateBuildRequest& WithName(const Aws::String& value) { SetName(value); return *this;}
inline UpdateBuildRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
inline UpdateBuildRequest& WithName(const char* value) { SetName(value); return *this;}
///@}
///@{
/**
* <p>Version information that is associated with a build or script. Version
* strings do not need to be unique.</p>
*/
inline const Aws::String& GetVersion() const{ return m_version; }
inline bool VersionHasBeenSet() const { return m_versionHasBeenSet; }
inline void SetVersion(const Aws::String& value) { m_versionHasBeenSet = true; m_version = value; }
inline void SetVersion(Aws::String&& value) { m_versionHasBeenSet = true; m_version = std::move(value); }
inline void SetVersion(const char* value) { m_versionHasBeenSet = true; m_version.assign(value); }
inline UpdateBuildRequest& WithVersion(const Aws::String& value) { SetVersion(value); return *this;}
inline UpdateBuildRequest& WithVersion(Aws::String&& value) { SetVersion(std::move(value)); return *this;}
inline UpdateBuildRequest& WithVersion(const char* value) { SetVersion(value); return *this;}
///@}
private:
Aws::String m_buildId;
bool m_buildIdHasBeenSet = false;
Aws::String m_name;
bool m_nameHasBeenSet = false;
Aws::String m_version;
bool m_versionHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws