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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 2013-2018 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;

/**
 * 

* Represents the input for a request action. *

* * @see AWS API Documentation */ @Generated("com.amazonaws:aws-java-sdk-code-generator") public class CreateMatchmakingConfigurationRequest extends com.amazonaws.AmazonWebServiceRequest implements Serializable, Cloneable { /** *

* Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated * with a matchmaking request or ticket. *

*/ private String name; /** *

* Meaningful description of the matchmaking configuration. *

*/ private String description; /** *

* Amazon Resource Name (ARN) that * is assigned to a game session queue and uniquely identifies it. Format is * arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are * used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be * located in any region. *

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

* Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that * time out can be resubmitted as needed. *

*/ private Integer requestTimeoutSeconds; /** *

* Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or * fails to accept before the timeout, the ticket continues to look for an acceptable match. *

*/ private Integer acceptanceTimeoutSeconds; /** *

* Flag that determines whether or not a match that was created with this configuration must be accepted by the * matched players. To require acceptance, set to TRUE. *

*/ private Boolean acceptanceRequired; /** *

* Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only * use rule sets that are defined in the same region. *

*/ private String ruleSetName; /** *

* SNS topic ARN that is set up to receive matchmaking notifications. *

*/ private String notificationTarget; /** *

* Number of player slots in a match to keep open for future players. For example, if the configuration's rule set * specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are * selected for the match. *

*/ private Integer additionalPlayerCount; /** *

* Information to attached to all events related to the matchmaking configuration. *

*/ private String customEventData; /** *

* Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game * server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a * successful match. *

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

* Set of custom game session properties, formatted as a single string value. This data is passed to a game server * process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a * successful match. *

*/ private String gameSessionData; /** *

* Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated * with a matchmaking request or ticket. *

* * @param name * Unique identifier for a matchmaking configuration. This name is used to identify the configuration * associated with a matchmaking request or ticket. */ public void setName(String name) { this.name = name; } /** *

* Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated * with a matchmaking request or ticket. *

* * @return Unique identifier for a matchmaking configuration. This name is used to identify the configuration * associated with a matchmaking request or ticket. */ public String getName() { return this.name; } /** *

* Unique identifier for a matchmaking configuration. This name is used to identify the configuration associated * with a matchmaking request or ticket. *

* * @param name * Unique identifier for a matchmaking configuration. This name is used to identify the configuration * associated with a matchmaking request or ticket. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateMatchmakingConfigurationRequest withName(String name) { setName(name); return this; } /** *

* Meaningful description of the matchmaking configuration. *

* * @param description * Meaningful description of the matchmaking configuration. */ public void setDescription(String description) { this.description = description; } /** *

* Meaningful description of the matchmaking configuration. *

* * @return Meaningful description of the matchmaking configuration. */ public String getDescription() { return this.description; } /** *

* Meaningful description of the matchmaking configuration. *

* * @param description * Meaningful description of the matchmaking configuration. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateMatchmakingConfigurationRequest withDescription(String description) { setDescription(description); return this; } /** *

* Amazon Resource Name (ARN) that * is assigned to a game session queue and uniquely identifies it. Format is * arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are * used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be * located in any region. *

* * @return Amazon Resource Name (ARN) that is assigned to a * game session queue and uniquely identifies it. Format is * arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These * queues are used when placing game sessions for matches that are created with this matchmaking * configuration. Queues can be located in any region. */ public java.util.List getGameSessionQueueArns() { return gameSessionQueueArns; } /** *

* Amazon Resource Name (ARN) that * is assigned to a game session queue and uniquely identifies it. Format is * arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are * used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be * located in any region. *

* * @param gameSessionQueueArns * Amazon Resource Name (ARN) * that is assigned to a game session queue and uniquely identifies it. Format is * arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These * queues are used when placing game sessions for matches that are created with this matchmaking * configuration. Queues can be located in any region. */ public void setGameSessionQueueArns(java.util.Collection gameSessionQueueArns) { if (gameSessionQueueArns == null) { this.gameSessionQueueArns = null; return; } this.gameSessionQueueArns = new java.util.ArrayList(gameSessionQueueArns); } /** *

* Amazon Resource Name (ARN) that * is assigned to a game session queue and uniquely identifies it. Format is * arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are * used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be * located in any region. *

*

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

* * @param gameSessionQueueArns * Amazon Resource Name (ARN) * that is assigned to a game session queue and uniquely identifies it. Format is * arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These * queues are used when placing game sessions for matches that are created with this matchmaking * configuration. Queues can be located in any region. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateMatchmakingConfigurationRequest withGameSessionQueueArns(String... gameSessionQueueArns) { if (this.gameSessionQueueArns == null) { setGameSessionQueueArns(new java.util.ArrayList(gameSessionQueueArns.length)); } for (String ele : gameSessionQueueArns) { this.gameSessionQueueArns.add(ele); } return this; } /** *

* Amazon Resource Name (ARN) that * is assigned to a game session queue and uniquely identifies it. Format is * arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These queues are * used when placing game sessions for matches that are created with this matchmaking configuration. Queues can be * located in any region. *

* * @param gameSessionQueueArns * Amazon Resource Name (ARN) * that is assigned to a game session queue and uniquely identifies it. Format is * arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. These * queues are used when placing game sessions for matches that are created with this matchmaking * configuration. Queues can be located in any region. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateMatchmakingConfigurationRequest withGameSessionQueueArns(java.util.Collection gameSessionQueueArns) { setGameSessionQueueArns(gameSessionQueueArns); return this; } /** *

* Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that * time out can be resubmitted as needed. *

* * @param requestTimeoutSeconds * Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests * that time out can be resubmitted as needed. */ public void setRequestTimeoutSeconds(Integer requestTimeoutSeconds) { this.requestTimeoutSeconds = requestTimeoutSeconds; } /** *

* Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that * time out can be resubmitted as needed. *

* * @return Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests * that time out can be resubmitted as needed. */ public Integer getRequestTimeoutSeconds() { return this.requestTimeoutSeconds; } /** *

* Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that * time out can be resubmitted as needed. *

* * @param requestTimeoutSeconds * Maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests * that time out can be resubmitted as needed. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateMatchmakingConfigurationRequest withRequestTimeoutSeconds(Integer requestTimeoutSeconds) { setRequestTimeoutSeconds(requestTimeoutSeconds); return this; } /** *

* Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or * fails to accept before the timeout, the ticket continues to look for an acceptable match. *

* * @param acceptanceTimeoutSeconds * Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the * match or fails to accept before the timeout, the ticket continues to look for an acceptable match. */ public void setAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds) { this.acceptanceTimeoutSeconds = acceptanceTimeoutSeconds; } /** *

* Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or * fails to accept before the timeout, the ticket continues to look for an acceptable match. *

* * @return Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the * match or fails to accept before the timeout, the ticket continues to look for an acceptable match. */ public Integer getAcceptanceTimeoutSeconds() { return this.acceptanceTimeoutSeconds; } /** *

* Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or * fails to accept before the timeout, the ticket continues to look for an acceptable match. *

* * @param acceptanceTimeoutSeconds * Length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the * match or fails to accept before the timeout, the ticket continues to look for an acceptable match. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateMatchmakingConfigurationRequest withAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds) { setAcceptanceTimeoutSeconds(acceptanceTimeoutSeconds); return this; } /** *

* Flag that determines whether or not a match that was created with this configuration must be accepted by the * matched players. To require acceptance, set to TRUE. *

* * @param acceptanceRequired * Flag that determines whether or not a match that was created with this configuration must be accepted by * the matched players. To require acceptance, set to TRUE. */ public void setAcceptanceRequired(Boolean acceptanceRequired) { this.acceptanceRequired = acceptanceRequired; } /** *

* Flag that determines whether or not a match that was created with this configuration must be accepted by the * matched players. To require acceptance, set to TRUE. *

* * @return Flag that determines whether or not a match that was created with this configuration must be accepted by * the matched players. To require acceptance, set to TRUE. */ public Boolean getAcceptanceRequired() { return this.acceptanceRequired; } /** *

* Flag that determines whether or not a match that was created with this configuration must be accepted by the * matched players. To require acceptance, set to TRUE. *

* * @param acceptanceRequired * Flag that determines whether or not a match that was created with this configuration must be accepted by * the matched players. To require acceptance, set to TRUE. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateMatchmakingConfigurationRequest withAcceptanceRequired(Boolean acceptanceRequired) { setAcceptanceRequired(acceptanceRequired); return this; } /** *

* Flag that determines whether or not a match that was created with this configuration must be accepted by the * matched players. To require acceptance, set to TRUE. *

* * @return Flag that determines whether or not a match that was created with this configuration must be accepted by * the matched players. To require acceptance, set to TRUE. */ public Boolean isAcceptanceRequired() { return this.acceptanceRequired; } /** *

* Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only * use rule sets that are defined in the same region. *

* * @param ruleSetName * Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration * can only use rule sets that are defined in the same region. */ public void setRuleSetName(String ruleSetName) { this.ruleSetName = ruleSetName; } /** *

* Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only * use rule sets that are defined in the same region. *

* * @return Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration * can only use rule sets that are defined in the same region. */ public String getRuleSetName() { return this.ruleSetName; } /** *

* Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only * use rule sets that are defined in the same region. *

* * @param ruleSetName * Unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration * can only use rule sets that are defined in the same region. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateMatchmakingConfigurationRequest withRuleSetName(String ruleSetName) { setRuleSetName(ruleSetName); return this; } /** *

* SNS topic ARN that is set up to receive matchmaking notifications. *

* * @param notificationTarget * SNS topic ARN that is set up to receive matchmaking notifications. */ public void setNotificationTarget(String notificationTarget) { this.notificationTarget = notificationTarget; } /** *

* SNS topic ARN that is set up to receive matchmaking notifications. *

* * @return SNS topic ARN that is set up to receive matchmaking notifications. */ public String getNotificationTarget() { return this.notificationTarget; } /** *

* SNS topic ARN that is set up to receive matchmaking notifications. *

* * @param notificationTarget * SNS topic ARN that is set up to receive matchmaking notifications. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateMatchmakingConfigurationRequest withNotificationTarget(String notificationTarget) { setNotificationTarget(notificationTarget); return this; } /** *

* Number of player slots in a match to keep open for future players. For example, if the configuration's rule set * specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are * selected for the match. *

* * @param additionalPlayerCount * Number of player slots in a match to keep open for future players. For example, if the configuration's * rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only * 10 players are selected for the match. */ public void setAdditionalPlayerCount(Integer additionalPlayerCount) { this.additionalPlayerCount = additionalPlayerCount; } /** *

* Number of player slots in a match to keep open for future players. For example, if the configuration's rule set * specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are * selected for the match. *

* * @return Number of player slots in a match to keep open for future players. For example, if the configuration's * rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only * 10 players are selected for the match. */ public Integer getAdditionalPlayerCount() { return this.additionalPlayerCount; } /** *

* Number of player slots in a match to keep open for future players. For example, if the configuration's rule set * specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are * selected for the match. *

* * @param additionalPlayerCount * Number of player slots in a match to keep open for future players. For example, if the configuration's * rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only * 10 players are selected for the match. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateMatchmakingConfigurationRequest withAdditionalPlayerCount(Integer additionalPlayerCount) { setAdditionalPlayerCount(additionalPlayerCount); return this; } /** *

* Information to attached to all events related to the matchmaking configuration. *

* * @param customEventData * Information to attached to all events related to the matchmaking configuration. */ public void setCustomEventData(String customEventData) { this.customEventData = customEventData; } /** *

* Information to attached to all events related to the matchmaking configuration. *

* * @return Information to attached to all events related to the matchmaking configuration. */ public String getCustomEventData() { return this.customEventData; } /** *

* Information to attached to all events related to the matchmaking configuration. *

* * @param customEventData * Information to attached to all events related to the matchmaking configuration. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateMatchmakingConfigurationRequest withCustomEventData(String customEventData) { setCustomEventData(customEventData); return this; } /** *

* Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game * server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a * successful match. *

* * @return Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to * a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is * created for a successful match. */ public java.util.List getGameProperties() { return gameProperties; } /** *

* Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game * server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a * successful match. *

* * @param gameProperties * Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to * a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created * for a successful match. */ public void setGameProperties(java.util.Collection gameProperties) { if (gameProperties == null) { this.gameProperties = null; return; } this.gameProperties = new java.util.ArrayList(gameProperties); } /** *

* Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game * server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a * successful match. *

*

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

* * @param gameProperties * Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to * a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created * for a successful match. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateMatchmakingConfigurationRequest withGameProperties(GameProperty... gameProperties) { if (this.gameProperties == null) { setGameProperties(new java.util.ArrayList(gameProperties.length)); } for (GameProperty ele : gameProperties) { this.gameProperties.add(ele); } return this; } /** *

* Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game * server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a * successful match. *

* * @param gameProperties * Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to * a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created * for a successful match. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateMatchmakingConfigurationRequest withGameProperties(java.util.Collection gameProperties) { setGameProperties(gameProperties); return this; } /** *

* Set of custom game session properties, formatted as a single string value. This data is passed to a game server * process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a * successful match. *

* * @param gameSessionData * Set of custom game session properties, formatted as a single string value. This data is passed to a game * server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created * for a successful match. */ public void setGameSessionData(String gameSessionData) { this.gameSessionData = gameSessionData; } /** *

* Set of custom game session properties, formatted as a single string value. This data is passed to a game server * process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a * successful match. *

* * @return Set of custom game session properties, formatted as a single string value. This data is passed to a game * server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is * created for a successful match. */ public String getGameSessionData() { return this.gameSessionData; } /** *

* Set of custom game session properties, formatted as a single string value. This data is passed to a game server * process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a * successful match. *

* * @param gameSessionData * Set of custom game session properties, formatted as a single string value. This data is passed to a game * server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created * for a successful match. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateMatchmakingConfigurationRequest withGameSessionData(String gameSessionData) { setGameSessionData(gameSessionData); 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 (getDescription() != null) sb.append("Description: ").append(getDescription()).append(","); if (getGameSessionQueueArns() != null) sb.append("GameSessionQueueArns: ").append(getGameSessionQueueArns()).append(","); if (getRequestTimeoutSeconds() != null) sb.append("RequestTimeoutSeconds: ").append(getRequestTimeoutSeconds()).append(","); if (getAcceptanceTimeoutSeconds() != null) sb.append("AcceptanceTimeoutSeconds: ").append(getAcceptanceTimeoutSeconds()).append(","); if (getAcceptanceRequired() != null) sb.append("AcceptanceRequired: ").append(getAcceptanceRequired()).append(","); if (getRuleSetName() != null) sb.append("RuleSetName: ").append(getRuleSetName()).append(","); if (getNotificationTarget() != null) sb.append("NotificationTarget: ").append(getNotificationTarget()).append(","); if (getAdditionalPlayerCount() != null) sb.append("AdditionalPlayerCount: ").append(getAdditionalPlayerCount()).append(","); if (getCustomEventData() != null) sb.append("CustomEventData: ").append(getCustomEventData()).append(","); if (getGameProperties() != null) sb.append("GameProperties: ").append(getGameProperties()).append(","); if (getGameSessionData() != null) sb.append("GameSessionData: ").append(getGameSessionData()); sb.append("}"); return sb.toString(); } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj == null) return false; if (obj instanceof CreateMatchmakingConfigurationRequest == false) return false; CreateMatchmakingConfigurationRequest other = (CreateMatchmakingConfigurationRequest) 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.getGameSessionQueueArns() == null ^ this.getGameSessionQueueArns() == null) return false; if (other.getGameSessionQueueArns() != null && other.getGameSessionQueueArns().equals(this.getGameSessionQueueArns()) == false) return false; if (other.getRequestTimeoutSeconds() == null ^ this.getRequestTimeoutSeconds() == null) return false; if (other.getRequestTimeoutSeconds() != null && other.getRequestTimeoutSeconds().equals(this.getRequestTimeoutSeconds()) == false) return false; if (other.getAcceptanceTimeoutSeconds() == null ^ this.getAcceptanceTimeoutSeconds() == null) return false; if (other.getAcceptanceTimeoutSeconds() != null && other.getAcceptanceTimeoutSeconds().equals(this.getAcceptanceTimeoutSeconds()) == false) return false; if (other.getAcceptanceRequired() == null ^ this.getAcceptanceRequired() == null) return false; if (other.getAcceptanceRequired() != null && other.getAcceptanceRequired().equals(this.getAcceptanceRequired()) == false) return false; if (other.getRuleSetName() == null ^ this.getRuleSetName() == null) return false; if (other.getRuleSetName() != null && other.getRuleSetName().equals(this.getRuleSetName()) == false) return false; if (other.getNotificationTarget() == null ^ this.getNotificationTarget() == null) return false; if (other.getNotificationTarget() != null && other.getNotificationTarget().equals(this.getNotificationTarget()) == false) return false; if (other.getAdditionalPlayerCount() == null ^ this.getAdditionalPlayerCount() == null) return false; if (other.getAdditionalPlayerCount() != null && other.getAdditionalPlayerCount().equals(this.getAdditionalPlayerCount()) == false) return false; if (other.getCustomEventData() == null ^ this.getCustomEventData() == null) return false; if (other.getCustomEventData() != null && other.getCustomEventData().equals(this.getCustomEventData()) == false) return false; if (other.getGameProperties() == null ^ this.getGameProperties() == null) return false; if (other.getGameProperties() != null && other.getGameProperties().equals(this.getGameProperties()) == false) return false; if (other.getGameSessionData() == null ^ this.getGameSessionData() == null) return false; if (other.getGameSessionData() != null && other.getGameSessionData().equals(this.getGameSessionData()) == 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 + ((getGameSessionQueueArns() == null) ? 0 : getGameSessionQueueArns().hashCode()); hashCode = prime * hashCode + ((getRequestTimeoutSeconds() == null) ? 0 : getRequestTimeoutSeconds().hashCode()); hashCode = prime * hashCode + ((getAcceptanceTimeoutSeconds() == null) ? 0 : getAcceptanceTimeoutSeconds().hashCode()); hashCode = prime * hashCode + ((getAcceptanceRequired() == null) ? 0 : getAcceptanceRequired().hashCode()); hashCode = prime * hashCode + ((getRuleSetName() == null) ? 0 : getRuleSetName().hashCode()); hashCode = prime * hashCode + ((getNotificationTarget() == null) ? 0 : getNotificationTarget().hashCode()); hashCode = prime * hashCode + ((getAdditionalPlayerCount() == null) ? 0 : getAdditionalPlayerCount().hashCode()); hashCode = prime * hashCode + ((getCustomEventData() == null) ? 0 : getCustomEventData().hashCode()); hashCode = prime * hashCode + ((getGameProperties() == null) ? 0 : getGameProperties().hashCode()); hashCode = prime * hashCode + ((getGameSessionData() == null) ? 0 : getGameSessionData().hashCode()); return hashCode; } @Override public CreateMatchmakingConfigurationRequest clone() { return (CreateMatchmakingConfigurationRequest) super.clone(); } }




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