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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;

/**
 * 

* Properties describing a player session. *

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

* Unique identifier for a player session. *

*/ private String playerSessionId; /** *

* Unique identifier for a player. *

*/ private String playerId; /** *

* Unique identifier for a game session. *

*/ private String gameSessionId; /** *

* Unique identifier for a fleet. *

*/ private String fleetId; /** *

* Time stamp indicating when this data object was created. Format is a * number expressed in Unix time as milliseconds (ex: "1469498468.057". *

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

* Time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (ex: "1469498468.057". *

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

* Current status of the player session. *

*

* Possible player session statuses include the following: *

*
    *
  • RESERVED – The player session request has been received, but * the player has not yet connected to the server process and/or been * validated.
  • *
  • ACTIVE – The player has been validated by the server process * and is currently connected.
  • *
  • COMPLETED – The player connection has been dropped.
  • *
  • TIMEDOUT – A player session request was received, but the * player did not connect and/or was not validated within the time-out limit * (60 seconds).
  • *
*/ private String status; /** *

* Game session IP address. All player sessions reference the game session * location. *

*/ private String ipAddress; /** *

* Port number for the game session. To connect to a GameLift server * process, an app needs both the IP address and port number. *

*/ private Integer port; /** *

* Unique identifier for a player session. *

* * @param playerSessionId * Unique identifier for a player session. */ public void setPlayerSessionId(String playerSessionId) { this.playerSessionId = playerSessionId; } /** *

* Unique identifier for a player session. *

* * @return Unique identifier for a player session. */ public String getPlayerSessionId() { return this.playerSessionId; } /** *

* Unique identifier for a player session. *

* * @param playerSessionId * Unique identifier for a player session. * @return Returns a reference to this object so that method calls can be * chained together. */ public PlayerSession withPlayerSessionId(String playerSessionId) { setPlayerSessionId(playerSessionId); return this; } /** *

* Unique identifier for a player. *

* * @param playerId * Unique identifier for a player. */ public void setPlayerId(String playerId) { this.playerId = playerId; } /** *

* Unique identifier for a player. *

* * @return Unique identifier for a player. */ public String getPlayerId() { return this.playerId; } /** *

* Unique identifier for a player. *

* * @param playerId * Unique identifier for a player. * @return Returns a reference to this object so that method calls can be * chained together. */ public PlayerSession withPlayerId(String playerId) { setPlayerId(playerId); return this; } /** *

* Unique identifier for a game session. *

* * @param gameSessionId * Unique identifier for a game session. */ public void setGameSessionId(String gameSessionId) { this.gameSessionId = gameSessionId; } /** *

* Unique identifier for a game session. *

* * @return Unique identifier for a game session. */ public String getGameSessionId() { return this.gameSessionId; } /** *

* Unique identifier for a game session. *

* * @param gameSessionId * Unique identifier for a game session. * @return Returns a reference to this object so that method calls can be * chained together. */ public PlayerSession withGameSessionId(String gameSessionId) { setGameSessionId(gameSessionId); return this; } /** *

* Unique identifier for a fleet. *

* * @param fleetId * Unique identifier for a fleet. */ public void setFleetId(String fleetId) { this.fleetId = fleetId; } /** *

* Unique identifier for a fleet. *

* * @return Unique identifier for a fleet. */ public String getFleetId() { return this.fleetId; } /** *

* Unique identifier for a fleet. *

* * @param fleetId * Unique identifier for a fleet. * @return Returns a reference to this object so that method calls can be * chained together. */ public PlayerSession withFleetId(String fleetId) { setFleetId(fleetId); return this; } /** *

* Time stamp indicating when this data object was created. Format is a * number expressed in Unix time as milliseconds (ex: "1469498468.057". *

* * @param creationTime * Time stamp indicating when this data object was created. Format is * a number expressed in Unix time as milliseconds (ex: * "1469498468.057". */ public void setCreationTime(java.util.Date creationTime) { this.creationTime = creationTime; } /** *

* Time stamp indicating when this data object was created. Format is a * number expressed in Unix time as milliseconds (ex: "1469498468.057". *

* * @return Time stamp indicating when this data object was created. Format * is a number expressed in Unix time as milliseconds (ex: * "1469498468.057". */ public java.util.Date getCreationTime() { return this.creationTime; } /** *

* Time stamp indicating when this data object was created. Format is a * number expressed in Unix time as milliseconds (ex: "1469498468.057". *

* * @param creationTime * Time stamp indicating when this data object was created. Format is * a number expressed in Unix time as milliseconds (ex: * "1469498468.057". * @return Returns a reference to this object so that method calls can be * chained together. */ public PlayerSession withCreationTime(java.util.Date creationTime) { setCreationTime(creationTime); return this; } /** *

* Time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (ex: "1469498468.057". *

* * @param terminationTime * Time stamp indicating when this data object was terminated. Format * is a number expressed in Unix time as milliseconds (ex: * "1469498468.057". */ public void setTerminationTime(java.util.Date terminationTime) { this.terminationTime = terminationTime; } /** *

* Time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (ex: "1469498468.057". *

* * @return Time stamp indicating when this data object was terminated. * Format is a number expressed in Unix time as milliseconds (ex: * "1469498468.057". */ public java.util.Date getTerminationTime() { return this.terminationTime; } /** *

* Time stamp indicating when this data object was terminated. Format is a * number expressed in Unix time as milliseconds (ex: "1469498468.057". *

* * @param terminationTime * Time stamp indicating when this data object was terminated. Format * is a number expressed in Unix time as milliseconds (ex: * "1469498468.057". * @return Returns a reference to this object so that method calls can be * chained together. */ public PlayerSession withTerminationTime(java.util.Date terminationTime) { setTerminationTime(terminationTime); return this; } /** *

* Current status of the player session. *

*

* Possible player session statuses include the following: *

*
    *
  • RESERVED – The player session request has been received, but * the player has not yet connected to the server process and/or been * validated.
  • *
  • ACTIVE – The player has been validated by the server process * and is currently connected.
  • *
  • COMPLETED – The player connection has been dropped.
  • *
  • TIMEDOUT – A player session request was received, but the * player did not connect and/or was not validated within the time-out limit * (60 seconds).
  • *
* * @param status * Current status of the player session.

*

* Possible player session statuses include the following: *

*
    *
  • RESERVED – The player session request has been * received, but the player has not yet connected to the server * process and/or been validated.
  • *
  • ACTIVE – The player has been validated by the server * process and is currently connected.
  • *
  • COMPLETED – The player connection has been dropped.
  • *
  • TIMEDOUT – A player session request was received, but * the player did not connect and/or was not validated within the * time-out limit (60 seconds).
  • * @see PlayerSessionStatus */ public void setStatus(String status) { this.status = status; } /** *

    * Current status of the player session. *

    *

    * Possible player session statuses include the following: *

    *
      *
    • RESERVED – The player session request has been received, but * the player has not yet connected to the server process and/or been * validated.
    • *
    • ACTIVE – The player has been validated by the server process * and is currently connected.
    • *
    • COMPLETED – The player connection has been dropped.
    • *
    • TIMEDOUT – A player session request was received, but the * player did not connect and/or was not validated within the time-out limit * (60 seconds).
    • *
    * * @return Current status of the player session.

    *

    * Possible player session statuses include the following: *

    *
      *
    • RESERVED – The player session request has been * received, but the player has not yet connected to the server * process and/or been validated.
    • *
    • ACTIVE – The player has been validated by the server * process and is currently connected.
    • *
    • COMPLETED – The player connection has been dropped.
    • *
    • TIMEDOUT – A player session request was received, but * the player did not connect and/or was not validated within the * time-out limit (60 seconds).
    • * @see PlayerSessionStatus */ public String getStatus() { return this.status; } /** *

      * Current status of the player session. *

      *

      * Possible player session statuses include the following: *

      *
        *
      • RESERVED – The player session request has been received, but * the player has not yet connected to the server process and/or been * validated.
      • *
      • ACTIVE – The player has been validated by the server process * and is currently connected.
      • *
      • COMPLETED – The player connection has been dropped.
      • *
      • TIMEDOUT – A player session request was received, but the * player did not connect and/or was not validated within the time-out limit * (60 seconds).
      • *
      * * @param status * Current status of the player session.

      *

      * Possible player session statuses include the following: *

      *
        *
      • RESERVED – The player session request has been * received, but the player has not yet connected to the server * process and/or been validated.
      • *
      • ACTIVE – The player has been validated by the server * process and is currently connected.
      • *
      • COMPLETED – The player connection has been dropped.
      • *
      • TIMEDOUT – A player session request was received, but * the player did not connect and/or was not validated within the * time-out limit (60 seconds).
      • * @return Returns a reference to this object so that method calls can be * chained together. * @see PlayerSessionStatus */ public PlayerSession withStatus(String status) { setStatus(status); return this; } /** *

        * Current status of the player session. *

        *

        * Possible player session statuses include the following: *

        *
          *
        • RESERVED – The player session request has been received, but * the player has not yet connected to the server process and/or been * validated.
        • *
        • ACTIVE – The player has been validated by the server process * and is currently connected.
        • *
        • COMPLETED – The player connection has been dropped.
        • *
        • TIMEDOUT – A player session request was received, but the * player did not connect and/or was not validated within the time-out limit * (60 seconds).
        • *
        * * @param status * Current status of the player session.

        *

        * Possible player session statuses include the following: *

        *
          *
        • RESERVED – The player session request has been * received, but the player has not yet connected to the server * process and/or been validated.
        • *
        • ACTIVE – The player has been validated by the server * process and is currently connected.
        • *
        • COMPLETED – The player connection has been dropped.
        • *
        • TIMEDOUT – A player session request was received, but * the player did not connect and/or was not validated within the * time-out limit (60 seconds).
        • * @see PlayerSessionStatus */ public void setStatus(PlayerSessionStatus status) { this.status = status.toString(); } /** *

          * Current status of the player session. *

          *

          * Possible player session statuses include the following: *

          *
            *
          • RESERVED – The player session request has been received, but * the player has not yet connected to the server process and/or been * validated.
          • *
          • ACTIVE – The player has been validated by the server process * and is currently connected.
          • *
          • COMPLETED – The player connection has been dropped.
          • *
          • TIMEDOUT – A player session request was received, but the * player did not connect and/or was not validated within the time-out limit * (60 seconds).
          • *
          * * @param status * Current status of the player session.

          *

          * Possible player session statuses include the following: *

          *
            *
          • RESERVED – The player session request has been * received, but the player has not yet connected to the server * process and/or been validated.
          • *
          • ACTIVE – The player has been validated by the server * process and is currently connected.
          • *
          • COMPLETED – The player connection has been dropped.
          • *
          • TIMEDOUT – A player session request was received, but * the player did not connect and/or was not validated within the * time-out limit (60 seconds).
          • * @return Returns a reference to this object so that method calls can be * chained together. * @see PlayerSessionStatus */ public PlayerSession withStatus(PlayerSessionStatus status) { setStatus(status); return this; } /** *

            * Game session IP address. All player sessions reference the game session * location. *

            * * @param ipAddress * Game session IP address. All player sessions reference the game * session location. */ public void setIpAddress(String ipAddress) { this.ipAddress = ipAddress; } /** *

            * Game session IP address. All player sessions reference the game session * location. *

            * * @return Game session IP address. All player sessions reference the game * session location. */ public String getIpAddress() { return this.ipAddress; } /** *

            * Game session IP address. All player sessions reference the game session * location. *

            * * @param ipAddress * Game session IP address. All player sessions reference the game * session location. * @return Returns a reference to this object so that method calls can be * chained together. */ public PlayerSession withIpAddress(String ipAddress) { setIpAddress(ipAddress); return this; } /** *

            * Port number for the game session. To connect to a GameLift server * process, an app needs both the IP address and port number. *

            * * @param port * Port number for the game session. To connect to a GameLift server * process, an app needs both the IP address and port number. */ public void setPort(Integer port) { this.port = port; } /** *

            * Port number for the game session. To connect to a GameLift server * process, an app needs both the IP address and port number. *

            * * @return Port number for the game session. To connect to a GameLift server * process, an app needs both the IP address and port number. */ public Integer getPort() { return this.port; } /** *

            * Port number for the game session. To connect to a GameLift server * process, an app needs both the IP address and port number. *

            * * @param port * Port number for the game session. To connect to a GameLift server * process, an app needs both the IP address and port number. * @return Returns a reference to this object so that method calls can be * chained together. */ public PlayerSession withPort(Integer port) { setPort(port); 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 (getPlayerSessionId() != null) sb.append("PlayerSessionId: " + getPlayerSessionId() + ","); if (getPlayerId() != null) sb.append("PlayerId: " + getPlayerId() + ","); if (getGameSessionId() != null) sb.append("GameSessionId: " + getGameSessionId() + ","); if (getFleetId() != null) sb.append("FleetId: " + getFleetId() + ","); if (getCreationTime() != null) sb.append("CreationTime: " + getCreationTime() + ","); if (getTerminationTime() != null) sb.append("TerminationTime: " + getTerminationTime() + ","); if (getStatus() != null) sb.append("Status: " + getStatus() + ","); if (getIpAddress() != null) sb.append("IpAddress: " + getIpAddress() + ","); if (getPort() != null) sb.append("Port: " + getPort()); sb.append("}"); return sb.toString(); } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj == null) return false; if (obj instanceof PlayerSession == false) return false; PlayerSession other = (PlayerSession) obj; if (other.getPlayerSessionId() == null ^ this.getPlayerSessionId() == null) return false; if (other.getPlayerSessionId() != null && other.getPlayerSessionId().equals(this.getPlayerSessionId()) == false) return false; if (other.getPlayerId() == null ^ this.getPlayerId() == null) return false; if (other.getPlayerId() != null && other.getPlayerId().equals(this.getPlayerId()) == false) return false; if (other.getGameSessionId() == null ^ this.getGameSessionId() == null) return false; if (other.getGameSessionId() != null && other.getGameSessionId().equals(this.getGameSessionId()) == false) return false; if (other.getFleetId() == null ^ this.getFleetId() == null) return false; if (other.getFleetId() != null && other.getFleetId().equals(this.getFleetId()) == false) return false; if (other.getCreationTime() == null ^ this.getCreationTime() == null) return false; if (other.getCreationTime() != null && other.getCreationTime().equals(this.getCreationTime()) == false) return false; if (other.getTerminationTime() == null ^ this.getTerminationTime() == null) return false; if (other.getTerminationTime() != null && other.getTerminationTime().equals(this.getTerminationTime()) == 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.getIpAddress() == null ^ this.getIpAddress() == null) return false; if (other.getIpAddress() != null && other.getIpAddress().equals(this.getIpAddress()) == false) return false; if (other.getPort() == null ^ this.getPort() == null) return false; if (other.getPort() != null && other.getPort().equals(this.getPort()) == false) return false; return true; } @Override public int hashCode() { final int prime = 31; int hashCode = 1; hashCode = prime * hashCode + ((getPlayerSessionId() == null) ? 0 : getPlayerSessionId() .hashCode()); hashCode = prime * hashCode + ((getPlayerId() == null) ? 0 : getPlayerId().hashCode()); hashCode = prime * hashCode + ((getGameSessionId() == null) ? 0 : getGameSessionId() .hashCode()); hashCode = prime * hashCode + ((getFleetId() == null) ? 0 : getFleetId().hashCode()); hashCode = prime * hashCode + ((getCreationTime() == null) ? 0 : getCreationTime() .hashCode()); hashCode = prime * hashCode + ((getTerminationTime() == null) ? 0 : getTerminationTime() .hashCode()); hashCode = prime * hashCode + ((getStatus() == null) ? 0 : getStatus().hashCode()); hashCode = prime * hashCode + ((getIpAddress() == null) ? 0 : getIpAddress().hashCode()); hashCode = prime * hashCode + ((getPort() == null) ? 0 : getPort().hashCode()); return hashCode; } @Override public PlayerSession clone() { try { return (PlayerSession) super.clone(); } catch (CloneNotSupportedException e) { throw new IllegalStateException( "Got a CloneNotSupportedException from Object.clone() " + "even though we're Cloneable!", e); } } }




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