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The AWS Java SDK for AWS GameLift module holds the client classes that are used for communicating with AWS GameLift service.

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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;
import com.amazonaws.AmazonWebServiceRequest;

/**
 * 

* Represents the input for a request action. *

*/ public class CreateFleetRequest extends AmazonWebServiceRequest implements Serializable, Cloneable { /** *

* Descriptive label associated with a fleet. Fleet names do not need to be * unique. *

*/ private String name; /** *

* Human-readable description of a fleet. *

*/ private String description; /** *

* Unique identifier of the build to be deployed on the new fleet. The build * must have been successfully uploaded to GameLift and be in a * READY status. This fleet setting cannot be changed once the * fleet is created. *

*/ private String buildId; /** *

* This parameter is no longer used. Instead, specify a server launch path * using the RuntimeConfiguration parameter. (Requests that * specify a server launch path and launch parameters instead of a runtime * configuration will continue to work.) *

*/ private String serverLaunchPath; /** *

* This parameter is no longer used. Instead, specify server launch * parameters in the RuntimeConfiguration parameter. (Requests * that specify a server launch path and launch parameters instead of a * runtime configuration will continue to work.) *

*/ private String serverLaunchParameters; /** *

* Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs * are in addition to game session logs; see more on game session logs in * the Amazon GameLift Developer Guide. If no default log path for a fleet * is specified, GameLift will automatically upload logs stored on each * instance at C:\game\logs. Use the GameLift console to access * stored logs. *

*/ private java.util.List logPaths; /** *

* Name of an EC2 instance type that is supported in Amazon GameLift. A * fleet instance type determines the computing resources of each instance * in the fleet, including CPU, memory, storage, and networking capacity. * GameLift supports the following EC2 instance types. See Amazon EC2 Instance * Types for detailed descriptions. *

*/ private String eC2InstanceType; /** *

* Range of IP addresses and port settings that permit inbound traffic to * access server processes running on the fleet. If no inbound permissions * are set, including both IP address range and port range, the server * processes in the fleet cannot accept connections. You can specify one or * more sets of permissions for a fleet. *

*/ private java.util.List eC2InboundPermissions; /** *

* Game session protection policy to apply to all instances in this fleet. * If this parameter is not set, instances in this fleet default to no * protection. You can change a fleet's protection policy using * UpdateFleetAttributes, but this change will only affect sessions created * after the policy change. You can also set protection for individual * instances using UpdateGameSession. *

*
    *
  • NoProtection – The game session can be terminated during a * scale-down event.
  • *
  • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a scale-down * event.
  • *
*/ private String newGameSessionProtectionPolicy; /** *

* Instructions for launching server processes on each instance in the * fleet. The runtime configuration for a fleet has a collection of server * process configurations, one for each type of server process to run on an * instance. A server process configuration specifies the location of the * server executable, launch parameters, and the number of concurrent * processes with that configuration to maintain on each instance. A * CreateFleet request must include a runtime configuration * with at least one server process configuration; otherwise the request * will fail with an invalid request exception. (This parameter replaces the * parameters ServerLaunchPath and * ServerLaunchParameters; requests that contain values for * these parameters instead of a runtime configuration will continue to * work.) *

*/ private RuntimeConfiguration runtimeConfiguration; /** *

* Descriptive label associated with a fleet. Fleet names do not need to be * unique. *

* * @param name * Descriptive label associated with a fleet. Fleet names do not need * to be unique. */ public void setName(String name) { this.name = name; } /** *

* Descriptive label associated with a fleet. Fleet names do not need to be * unique. *

* * @return Descriptive label associated with a fleet. Fleet names do not * need to be unique. */ public String getName() { return this.name; } /** *

* Descriptive label associated with a fleet. Fleet names do not need to be * unique. *

* * @param name * Descriptive label associated with a fleet. Fleet names do not need * to be unique. * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withName(String name) { setName(name); return this; } /** *

* Human-readable description of a fleet. *

* * @param description * Human-readable description of a fleet. */ public void setDescription(String description) { this.description = description; } /** *

* Human-readable description of a fleet. *

* * @return Human-readable description of a fleet. */ public String getDescription() { return this.description; } /** *

* Human-readable description of a fleet. *

* * @param description * Human-readable description of a fleet. * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withDescription(String description) { setDescription(description); return this; } /** *

* Unique identifier of the build to be deployed on the new fleet. The build * must have been successfully uploaded to GameLift and be in a * READY status. This fleet setting cannot be changed once the * fleet is created. *

* * @param buildId * Unique identifier of the build to be deployed on the new fleet. * The build must have been successfully uploaded to GameLift and be * in a READY status. This fleet setting cannot be * changed once the fleet is created. */ public void setBuildId(String buildId) { this.buildId = buildId; } /** *

* Unique identifier of the build to be deployed on the new fleet. The build * must have been successfully uploaded to GameLift and be in a * READY status. This fleet setting cannot be changed once the * fleet is created. *

* * @return Unique identifier of the build to be deployed on the new fleet. * The build must have been successfully uploaded to GameLift and be * in a READY status. This fleet setting cannot be * changed once the fleet is created. */ public String getBuildId() { return this.buildId; } /** *

* Unique identifier of the build to be deployed on the new fleet. The build * must have been successfully uploaded to GameLift and be in a * READY status. This fleet setting cannot be changed once the * fleet is created. *

* * @param buildId * Unique identifier of the build to be deployed on the new fleet. * The build must have been successfully uploaded to GameLift and be * in a READY status. This fleet setting cannot be * changed once the fleet is created. * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withBuildId(String buildId) { setBuildId(buildId); return this; } /** *

* This parameter is no longer used. Instead, specify a server launch path * using the RuntimeConfiguration parameter. (Requests that * specify a server launch path and launch parameters instead of a runtime * configuration will continue to work.) *

* * @param serverLaunchPath * This parameter is no longer used. Instead, specify a server launch * path using the RuntimeConfiguration parameter. * (Requests that specify a server launch path and launch parameters * instead of a runtime configuration will continue to work.) */ public void setServerLaunchPath(String serverLaunchPath) { this.serverLaunchPath = serverLaunchPath; } /** *

* This parameter is no longer used. Instead, specify a server launch path * using the RuntimeConfiguration parameter. (Requests that * specify a server launch path and launch parameters instead of a runtime * configuration will continue to work.) *

* * @return This parameter is no longer used. Instead, specify a server * launch path using the RuntimeConfiguration * parameter. (Requests that specify a server launch path and launch * parameters instead of a runtime configuration will continue to * work.) */ public String getServerLaunchPath() { return this.serverLaunchPath; } /** *

* This parameter is no longer used. Instead, specify a server launch path * using the RuntimeConfiguration parameter. (Requests that * specify a server launch path and launch parameters instead of a runtime * configuration will continue to work.) *

* * @param serverLaunchPath * This parameter is no longer used. Instead, specify a server launch * path using the RuntimeConfiguration parameter. * (Requests that specify a server launch path and launch parameters * instead of a runtime configuration will continue to work.) * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withServerLaunchPath(String serverLaunchPath) { setServerLaunchPath(serverLaunchPath); return this; } /** *

* This parameter is no longer used. Instead, specify server launch * parameters in the RuntimeConfiguration parameter. (Requests * that specify a server launch path and launch parameters instead of a * runtime configuration will continue to work.) *

* * @param serverLaunchParameters * This parameter is no longer used. Instead, specify server launch * parameters in the RuntimeConfiguration parameter. * (Requests that specify a server launch path and launch parameters * instead of a runtime configuration will continue to work.) */ public void setServerLaunchParameters(String serverLaunchParameters) { this.serverLaunchParameters = serverLaunchParameters; } /** *

* This parameter is no longer used. Instead, specify server launch * parameters in the RuntimeConfiguration parameter. (Requests * that specify a server launch path and launch parameters instead of a * runtime configuration will continue to work.) *

* * @return This parameter is no longer used. Instead, specify server launch * parameters in the RuntimeConfiguration parameter. * (Requests that specify a server launch path and launch parameters * instead of a runtime configuration will continue to work.) */ public String getServerLaunchParameters() { return this.serverLaunchParameters; } /** *

* This parameter is no longer used. Instead, specify server launch * parameters in the RuntimeConfiguration parameter. (Requests * that specify a server launch path and launch parameters instead of a * runtime configuration will continue to work.) *

* * @param serverLaunchParameters * This parameter is no longer used. Instead, specify server launch * parameters in the RuntimeConfiguration parameter. * (Requests that specify a server launch path and launch parameters * instead of a runtime configuration will continue to work.) * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withServerLaunchParameters( String serverLaunchParameters) { setServerLaunchParameters(serverLaunchParameters); return this; } /** *

* Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs * are in addition to game session logs; see more on game session logs in * the Amazon GameLift Developer Guide. If no default log path for a fleet * is specified, GameLift will automatically upload logs stored on each * instance at C:\game\logs. Use the GameLift console to access * stored logs. *

* * @return Location of default log files. When a server process is shut * down, Amazon GameLift captures and stores any log files in this * location. These logs are in addition to game session logs; see * more on game session logs in the Amazon GameLift Developer Guide. If no default log path for * a fleet is specified, GameLift will automatically upload logs * stored on each instance at C:\game\logs. Use the * GameLift console to access stored logs. */ public java.util.List getLogPaths() { return logPaths; } /** *

* Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs * are in addition to game session logs; see more on game session logs in * the Amazon GameLift Developer Guide. If no default log path for a fleet * is specified, GameLift will automatically upload logs stored on each * instance at C:\game\logs. Use the GameLift console to access * stored logs. *

* * @param logPaths * Location of default log files. When a server process is shut down, * Amazon GameLift captures and stores any log files in this * location. These logs are in addition to game session logs; see * more on game session logs in the Amazon GameLift Developer Guide. If no default log path for a * fleet is specified, GameLift will automatically upload logs stored * on each instance at C:\game\logs. Use the GameLift * console to access stored logs. */ public void setLogPaths(java.util.Collection logPaths) { if (logPaths == null) { this.logPaths = null; return; } this.logPaths = new java.util.ArrayList(logPaths); } /** *

* Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs * are in addition to game session logs; see more on game session logs in * the Amazon GameLift Developer Guide. If no default log path for a fleet * is specified, GameLift will automatically upload logs stored on each * instance at C:\game\logs. Use the GameLift console to access * stored logs. *

*

* NOTE: This method appends the values to the existing list (if * any). Use {@link #setLogPaths(java.util.Collection)} or * {@link #withLogPaths(java.util.Collection)} if you want to override the * existing values. *

* * @param logPaths * Location of default log files. When a server process is shut down, * Amazon GameLift captures and stores any log files in this * location. These logs are in addition to game session logs; see * more on game session logs in the Amazon GameLift Developer Guide. If no default log path for a * fleet is specified, GameLift will automatically upload logs stored * on each instance at C:\game\logs. Use the GameLift * console to access stored logs. * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withLogPaths(String... logPaths) { if (this.logPaths == null) { setLogPaths(new java.util.ArrayList(logPaths.length)); } for (String ele : logPaths) { this.logPaths.add(ele); } return this; } /** *

* Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs * are in addition to game session logs; see more on game session logs in * the Amazon GameLift Developer Guide. If no default log path for a fleet * is specified, GameLift will automatically upload logs stored on each * instance at C:\game\logs. Use the GameLift console to access * stored logs. *

* * @param logPaths * Location of default log files. When a server process is shut down, * Amazon GameLift captures and stores any log files in this * location. These logs are in addition to game session logs; see * more on game session logs in the Amazon GameLift Developer Guide. If no default log path for a * fleet is specified, GameLift will automatically upload logs stored * on each instance at C:\game\logs. Use the GameLift * console to access stored logs. * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withLogPaths(java.util.Collection logPaths) { setLogPaths(logPaths); return this; } /** *

* Name of an EC2 instance type that is supported in Amazon GameLift. A * fleet instance type determines the computing resources of each instance * in the fleet, including CPU, memory, storage, and networking capacity. * GameLift supports the following EC2 instance types. See Amazon EC2 Instance * Types for detailed descriptions. *

* * @param eC2InstanceType * Name of an EC2 instance type that is supported in Amazon GameLift. * A fleet instance type determines the computing resources of each * instance in the fleet, including CPU, memory, storage, and * networking capacity. GameLift supports the following EC2 instance * types. See Amazon EC2 * Instance Types for detailed descriptions. * @see EC2InstanceType */ public void setEC2InstanceType(String eC2InstanceType) { this.eC2InstanceType = eC2InstanceType; } /** *

* Name of an EC2 instance type that is supported in Amazon GameLift. A * fleet instance type determines the computing resources of each instance * in the fleet, including CPU, memory, storage, and networking capacity. * GameLift supports the following EC2 instance types. See Amazon EC2 Instance * Types for detailed descriptions. *

* * @return Name of an EC2 instance type that is supported in Amazon * GameLift. A fleet instance type determines the computing * resources of each instance in the fleet, including CPU, memory, * storage, and networking capacity. GameLift supports the following * EC2 instance types. See Amazon EC2 * Instance Types for detailed descriptions. * @see EC2InstanceType */ public String getEC2InstanceType() { return this.eC2InstanceType; } /** *

* Name of an EC2 instance type that is supported in Amazon GameLift. A * fleet instance type determines the computing resources of each instance * in the fleet, including CPU, memory, storage, and networking capacity. * GameLift supports the following EC2 instance types. See Amazon EC2 Instance * Types for detailed descriptions. *

* * @param eC2InstanceType * Name of an EC2 instance type that is supported in Amazon GameLift. * A fleet instance type determines the computing resources of each * instance in the fleet, including CPU, memory, storage, and * networking capacity. GameLift supports the following EC2 instance * types. See Amazon EC2 * Instance Types for detailed descriptions. * @return Returns a reference to this object so that method calls can be * chained together. * @see EC2InstanceType */ public CreateFleetRequest withEC2InstanceType(String eC2InstanceType) { setEC2InstanceType(eC2InstanceType); return this; } /** *

* Name of an EC2 instance type that is supported in Amazon GameLift. A * fleet instance type determines the computing resources of each instance * in the fleet, including CPU, memory, storage, and networking capacity. * GameLift supports the following EC2 instance types. See Amazon EC2 Instance * Types for detailed descriptions. *

* * @param eC2InstanceType * Name of an EC2 instance type that is supported in Amazon GameLift. * A fleet instance type determines the computing resources of each * instance in the fleet, including CPU, memory, storage, and * networking capacity. GameLift supports the following EC2 instance * types. See Amazon EC2 * Instance Types for detailed descriptions. * @see EC2InstanceType */ public void setEC2InstanceType(EC2InstanceType eC2InstanceType) { this.eC2InstanceType = eC2InstanceType.toString(); } /** *

* Name of an EC2 instance type that is supported in Amazon GameLift. A * fleet instance type determines the computing resources of each instance * in the fleet, including CPU, memory, storage, and networking capacity. * GameLift supports the following EC2 instance types. See Amazon EC2 Instance * Types for detailed descriptions. *

* * @param eC2InstanceType * Name of an EC2 instance type that is supported in Amazon GameLift. * A fleet instance type determines the computing resources of each * instance in the fleet, including CPU, memory, storage, and * networking capacity. GameLift supports the following EC2 instance * types. See Amazon EC2 * Instance Types for detailed descriptions. * @return Returns a reference to this object so that method calls can be * chained together. * @see EC2InstanceType */ public CreateFleetRequest withEC2InstanceType( EC2InstanceType eC2InstanceType) { setEC2InstanceType(eC2InstanceType); return this; } /** *

* Range of IP addresses and port settings that permit inbound traffic to * access server processes running on the fleet. If no inbound permissions * are set, including both IP address range and port range, the server * processes in the fleet cannot accept connections. You can specify one or * more sets of permissions for a fleet. *

* * @return Range of IP addresses and port settings that permit inbound * traffic to access server processes running on the fleet. If no * inbound permissions are set, including both IP address range and * port range, the server processes in the fleet cannot accept * connections. You can specify one or more sets of permissions for * a fleet. */ public java.util.List getEC2InboundPermissions() { return eC2InboundPermissions; } /** *

* Range of IP addresses and port settings that permit inbound traffic to * access server processes running on the fleet. If no inbound permissions * are set, including both IP address range and port range, the server * processes in the fleet cannot accept connections. You can specify one or * more sets of permissions for a fleet. *

* * @param eC2InboundPermissions * Range of IP addresses and port settings that permit inbound * traffic to access server processes running on the fleet. If no * inbound permissions are set, including both IP address range and * port range, the server processes in the fleet cannot accept * connections. You can specify one or more sets of permissions for a * fleet. */ public void setEC2InboundPermissions( java.util.Collection eC2InboundPermissions) { if (eC2InboundPermissions == null) { this.eC2InboundPermissions = null; return; } this.eC2InboundPermissions = new java.util.ArrayList( eC2InboundPermissions); } /** *

* Range of IP addresses and port settings that permit inbound traffic to * access server processes running on the fleet. If no inbound permissions * are set, including both IP address range and port range, the server * processes in the fleet cannot accept connections. You can specify one or * more sets of permissions for a fleet. *

*

* NOTE: This method appends the values to the existing list (if * any). Use {@link #setEC2InboundPermissions(java.util.Collection)} or * {@link #withEC2InboundPermissions(java.util.Collection)} if you want to * override the existing values. *

* * @param eC2InboundPermissions * Range of IP addresses and port settings that permit inbound * traffic to access server processes running on the fleet. If no * inbound permissions are set, including both IP address range and * port range, the server processes in the fleet cannot accept * connections. You can specify one or more sets of permissions for a * fleet. * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withEC2InboundPermissions( IpPermission... eC2InboundPermissions) { if (this.eC2InboundPermissions == null) { setEC2InboundPermissions(new java.util.ArrayList( eC2InboundPermissions.length)); } for (IpPermission ele : eC2InboundPermissions) { this.eC2InboundPermissions.add(ele); } return this; } /** *

* Range of IP addresses and port settings that permit inbound traffic to * access server processes running on the fleet. If no inbound permissions * are set, including both IP address range and port range, the server * processes in the fleet cannot accept connections. You can specify one or * more sets of permissions for a fleet. *

* * @param eC2InboundPermissions * Range of IP addresses and port settings that permit inbound * traffic to access server processes running on the fleet. If no * inbound permissions are set, including both IP address range and * port range, the server processes in the fleet cannot accept * connections. You can specify one or more sets of permissions for a * fleet. * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withEC2InboundPermissions( java.util.Collection eC2InboundPermissions) { setEC2InboundPermissions(eC2InboundPermissions); return this; } /** *

* Game session protection policy to apply to all instances in this fleet. * If this parameter is not set, instances in this fleet default to no * protection. You can change a fleet's protection policy using * UpdateFleetAttributes, but this change will only affect sessions created * after the policy change. You can also set protection for individual * instances using UpdateGameSession. *

*
    *
  • NoProtection – The game session can be terminated during a * scale-down event.
  • *
  • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a scale-down * event.
  • *
* * @param newGameSessionProtectionPolicy * Game session protection policy to apply to all instances in this * fleet. If this parameter is not set, instances in this fleet * default to no protection. You can change a fleet's protection * policy using UpdateFleetAttributes, but this change will only * affect sessions created after the policy change. You can also set * protection for individual instances using * UpdateGameSession.

*
    *
  • NoProtection – The game session can be terminated * during a scale-down event.
  • *
  • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a * scale-down event.
  • * @see ProtectionPolicy */ public void setNewGameSessionProtectionPolicy( String newGameSessionProtectionPolicy) { this.newGameSessionProtectionPolicy = newGameSessionProtectionPolicy; } /** *

    * Game session protection policy to apply to all instances in this fleet. * If this parameter is not set, instances in this fleet default to no * protection. You can change a fleet's protection policy using * UpdateFleetAttributes, but this change will only affect sessions created * after the policy change. You can also set protection for individual * instances using UpdateGameSession. *

    *
      *
    • NoProtection – The game session can be terminated during a * scale-down event.
    • *
    • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a scale-down * event.
    • *
    * * @return Game session protection policy to apply to all instances in this * fleet. If this parameter is not set, instances in this fleet * default to no protection. You can change a fleet's protection * policy using UpdateFleetAttributes, but this change will only * affect sessions created after the policy change. You can also set * protection for individual instances using * UpdateGameSession.

    *
      *
    • NoProtection – The game session can be terminated * during a scale-down event.
    • *
    • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a * scale-down event.
    • * @see ProtectionPolicy */ public String getNewGameSessionProtectionPolicy() { return this.newGameSessionProtectionPolicy; } /** *

      * Game session protection policy to apply to all instances in this fleet. * If this parameter is not set, instances in this fleet default to no * protection. You can change a fleet's protection policy using * UpdateFleetAttributes, but this change will only affect sessions created * after the policy change. You can also set protection for individual * instances using UpdateGameSession. *

      *
        *
      • NoProtection – The game session can be terminated during a * scale-down event.
      • *
      • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a scale-down * event.
      • *
      * * @param newGameSessionProtectionPolicy * Game session protection policy to apply to all instances in this * fleet. If this parameter is not set, instances in this fleet * default to no protection. You can change a fleet's protection * policy using UpdateFleetAttributes, but this change will only * affect sessions created after the policy change. You can also set * protection for individual instances using * UpdateGameSession.

      *
        *
      • NoProtection – The game session can be terminated * during a scale-down event.
      • *
      • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a * scale-down event.
      • * @return Returns a reference to this object so that method calls can be * chained together. * @see ProtectionPolicy */ public CreateFleetRequest withNewGameSessionProtectionPolicy( String newGameSessionProtectionPolicy) { setNewGameSessionProtectionPolicy(newGameSessionProtectionPolicy); return this; } /** *

        * Game session protection policy to apply to all instances in this fleet. * If this parameter is not set, instances in this fleet default to no * protection. You can change a fleet's protection policy using * UpdateFleetAttributes, but this change will only affect sessions created * after the policy change. You can also set protection for individual * instances using UpdateGameSession. *

        *
          *
        • NoProtection – The game session can be terminated during a * scale-down event.
        • *
        • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a scale-down * event.
        • *
        * * @param newGameSessionProtectionPolicy * Game session protection policy to apply to all instances in this * fleet. If this parameter is not set, instances in this fleet * default to no protection. You can change a fleet's protection * policy using UpdateFleetAttributes, but this change will only * affect sessions created after the policy change. You can also set * protection for individual instances using * UpdateGameSession.

        *
          *
        • NoProtection – The game session can be terminated * during a scale-down event.
        • *
        • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a * scale-down event.
        • * @see ProtectionPolicy */ public void setNewGameSessionProtectionPolicy( ProtectionPolicy newGameSessionProtectionPolicy) { this.newGameSessionProtectionPolicy = newGameSessionProtectionPolicy .toString(); } /** *

          * Game session protection policy to apply to all instances in this fleet. * If this parameter is not set, instances in this fleet default to no * protection. You can change a fleet's protection policy using * UpdateFleetAttributes, but this change will only affect sessions created * after the policy change. You can also set protection for individual * instances using UpdateGameSession. *

          *
            *
          • NoProtection – The game session can be terminated during a * scale-down event.
          • *
          • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a scale-down * event.
          • *
          * * @param newGameSessionProtectionPolicy * Game session protection policy to apply to all instances in this * fleet. If this parameter is not set, instances in this fleet * default to no protection. You can change a fleet's protection * policy using UpdateFleetAttributes, but this change will only * affect sessions created after the policy change. You can also set * protection for individual instances using * UpdateGameSession.

          *
            *
          • NoProtection – The game session can be terminated * during a scale-down event.
          • *
          • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a * scale-down event.
          • * @return Returns a reference to this object so that method calls can be * chained together. * @see ProtectionPolicy */ public CreateFleetRequest withNewGameSessionProtectionPolicy( ProtectionPolicy newGameSessionProtectionPolicy) { setNewGameSessionProtectionPolicy(newGameSessionProtectionPolicy); return this; } /** *

            * Instructions for launching server processes on each instance in the * fleet. The runtime configuration for a fleet has a collection of server * process configurations, one for each type of server process to run on an * instance. A server process configuration specifies the location of the * server executable, launch parameters, and the number of concurrent * processes with that configuration to maintain on each instance. A * CreateFleet request must include a runtime configuration * with at least one server process configuration; otherwise the request * will fail with an invalid request exception. (This parameter replaces the * parameters ServerLaunchPath and * ServerLaunchParameters; requests that contain values for * these parameters instead of a runtime configuration will continue to * work.) *

            * * @param runtimeConfiguration * Instructions for launching server processes on each instance in * the fleet. The runtime configuration for a fleet has a collection * of server process configurations, one for each type of server * process to run on an instance. A server process configuration * specifies the location of the server executable, launch * parameters, and the number of concurrent processes with that * configuration to maintain on each instance. A * CreateFleet request must include a runtime * configuration with at least one server process configuration; * otherwise the request will fail with an invalid request exception. * (This parameter replaces the parameters * ServerLaunchPath and * ServerLaunchParameters; requests that contain values * for these parameters instead of a runtime configuration will * continue to work.) */ public void setRuntimeConfiguration( RuntimeConfiguration runtimeConfiguration) { this.runtimeConfiguration = runtimeConfiguration; } /** *

            * Instructions for launching server processes on each instance in the * fleet. The runtime configuration for a fleet has a collection of server * process configurations, one for each type of server process to run on an * instance. A server process configuration specifies the location of the * server executable, launch parameters, and the number of concurrent * processes with that configuration to maintain on each instance. A * CreateFleet request must include a runtime configuration * with at least one server process configuration; otherwise the request * will fail with an invalid request exception. (This parameter replaces the * parameters ServerLaunchPath and * ServerLaunchParameters; requests that contain values for * these parameters instead of a runtime configuration will continue to * work.) *

            * * @return Instructions for launching server processes on each instance in * the fleet. The runtime configuration for a fleet has a collection * of server process configurations, one for each type of server * process to run on an instance. A server process configuration * specifies the location of the server executable, launch * parameters, and the number of concurrent processes with that * configuration to maintain on each instance. A * CreateFleet request must include a runtime * configuration with at least one server process configuration; * otherwise the request will fail with an invalid request * exception. (This parameter replaces the parameters * ServerLaunchPath and * ServerLaunchParameters; requests that contain values * for these parameters instead of a runtime configuration will * continue to work.) */ public RuntimeConfiguration getRuntimeConfiguration() { return this.runtimeConfiguration; } /** *

            * Instructions for launching server processes on each instance in the * fleet. The runtime configuration for a fleet has a collection of server * process configurations, one for each type of server process to run on an * instance. A server process configuration specifies the location of the * server executable, launch parameters, and the number of concurrent * processes with that configuration to maintain on each instance. A * CreateFleet request must include a runtime configuration * with at least one server process configuration; otherwise the request * will fail with an invalid request exception. (This parameter replaces the * parameters ServerLaunchPath and * ServerLaunchParameters; requests that contain values for * these parameters instead of a runtime configuration will continue to * work.) *

            * * @param runtimeConfiguration * Instructions for launching server processes on each instance in * the fleet. The runtime configuration for a fleet has a collection * of server process configurations, one for each type of server * process to run on an instance. A server process configuration * specifies the location of the server executable, launch * parameters, and the number of concurrent processes with that * configuration to maintain on each instance. A * CreateFleet request must include a runtime * configuration with at least one server process configuration; * otherwise the request will fail with an invalid request exception. * (This parameter replaces the parameters * ServerLaunchPath and * ServerLaunchParameters; requests that contain values * for these parameters instead of a runtime configuration will * continue to work.) * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withRuntimeConfiguration( RuntimeConfiguration runtimeConfiguration) { setRuntimeConfiguration(runtimeConfiguration); 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: " + getName() + ","); if (getDescription() != null) sb.append("Description: " + getDescription() + ","); if (getBuildId() != null) sb.append("BuildId: " + getBuildId() + ","); if (getServerLaunchPath() != null) sb.append("ServerLaunchPath: " + getServerLaunchPath() + ","); if (getServerLaunchParameters() != null) sb.append("ServerLaunchParameters: " + getServerLaunchParameters() + ","); if (getLogPaths() != null) sb.append("LogPaths: " + getLogPaths() + ","); if (getEC2InstanceType() != null) sb.append("EC2InstanceType: " + getEC2InstanceType() + ","); if (getEC2InboundPermissions() != null) sb.append("EC2InboundPermissions: " + getEC2InboundPermissions() + ","); if (getNewGameSessionProtectionPolicy() != null) sb.append("NewGameSessionProtectionPolicy: " + getNewGameSessionProtectionPolicy() + ","); if (getRuntimeConfiguration() != null) sb.append("RuntimeConfiguration: " + getRuntimeConfiguration()); sb.append("}"); return sb.toString(); } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj == null) return false; if (obj instanceof CreateFleetRequest == false) return false; CreateFleetRequest other = (CreateFleetRequest) obj; if (other.getName() == null ^ this.getName() == null) return false; if (other.getName() != null && other.getName().equals(this.getName()) == false) return false; if (other.getDescription() == null ^ this.getDescription() == null) return false; if (other.getDescription() != null && other.getDescription().equals(this.getDescription()) == false) return false; if (other.getBuildId() == null ^ this.getBuildId() == null) return false; if (other.getBuildId() != null && other.getBuildId().equals(this.getBuildId()) == false) return false; if (other.getServerLaunchPath() == null ^ this.getServerLaunchPath() == null) return false; if (other.getServerLaunchPath() != null && other.getServerLaunchPath().equals( this.getServerLaunchPath()) == false) return false; if (other.getServerLaunchParameters() == null ^ this.getServerLaunchParameters() == null) return false; if (other.getServerLaunchParameters() != null && other.getServerLaunchParameters().equals( this.getServerLaunchParameters()) == false) return false; if (other.getLogPaths() == null ^ this.getLogPaths() == null) return false; if (other.getLogPaths() != null && other.getLogPaths().equals(this.getLogPaths()) == false) return false; if (other.getEC2InstanceType() == null ^ this.getEC2InstanceType() == null) return false; if (other.getEC2InstanceType() != null && other.getEC2InstanceType().equals(this.getEC2InstanceType()) == false) return false; if (other.getEC2InboundPermissions() == null ^ this.getEC2InboundPermissions() == null) return false; if (other.getEC2InboundPermissions() != null && other.getEC2InboundPermissions().equals( this.getEC2InboundPermissions()) == false) return false; if (other.getNewGameSessionProtectionPolicy() == null ^ this.getNewGameSessionProtectionPolicy() == null) return false; if (other.getNewGameSessionProtectionPolicy() != null && other.getNewGameSessionProtectionPolicy().equals( this.getNewGameSessionProtectionPolicy()) == false) return false; if (other.getRuntimeConfiguration() == null ^ this.getRuntimeConfiguration() == null) return false; if (other.getRuntimeConfiguration() != null && other.getRuntimeConfiguration().equals( this.getRuntimeConfiguration()) == 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 + ((getDescription() == null) ? 0 : getDescription().hashCode()); hashCode = prime * hashCode + ((getBuildId() == null) ? 0 : getBuildId().hashCode()); hashCode = prime * hashCode + ((getServerLaunchPath() == null) ? 0 : getServerLaunchPath() .hashCode()); hashCode = prime * hashCode + ((getServerLaunchParameters() == null) ? 0 : getServerLaunchParameters().hashCode()); hashCode = prime * hashCode + ((getLogPaths() == null) ? 0 : getLogPaths().hashCode()); hashCode = prime * hashCode + ((getEC2InstanceType() == null) ? 0 : getEC2InstanceType() .hashCode()); hashCode = prime * hashCode + ((getEC2InboundPermissions() == null) ? 0 : getEC2InboundPermissions().hashCode()); hashCode = prime * hashCode + ((getNewGameSessionProtectionPolicy() == null) ? 0 : getNewGameSessionProtectionPolicy().hashCode()); hashCode = prime * hashCode + ((getRuntimeConfiguration() == null) ? 0 : getRuntimeConfiguration().hashCode()); return hashCode; } @Override public CreateFleetRequest clone() { return (CreateFleetRequest) super.clone(); } }




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