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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.protocol.StructuredPojo;
import com.amazonaws.protocol.ProtocolMarshaller;

/**
 * 

* Configuration of a queue that is used to process game session placement requests. The queue configuration identifies * several game features: *

*
    *
  • *

    * The destinations where a new game session can potentially be hosted. Amazon GameLift tries these destinations in an * order based on either the queue's default order or player latency information, if provided in a placement request. * With latency information, Amazon GameLift can place game sessions where the majority of players are reporting the * lowest possible latency. *

    *
  • *
  • *

    * The length of time that placement requests can wait in the queue before timing out. *

    *
  • *
  • *

    * A set of optional latency policies that protect individual players from high latencies, preventing game sessions from * being placed where any individual player is reporting latency higher than a policy's maximum. *

    *
  • *
*

* Queue-related operations include: *

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

* Descriptive label that is associated with game session queue. Queue names must be unique within each region. *

*/ private String name; /** *

* 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. *

*/ private String gameSessionQueueArn; /** *

* Maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds * this time, the game session placement changes to a TIMED_OUT status. *

*/ private Integer timeoutInSeconds; /** *

* Collection of latency policies to apply when processing game sessions placement requests with player latency * information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest * latency values. With just one policy, it is enforced at the start of the game session placement for the duration * period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a * queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of * the placement. *

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

* List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by * either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. *

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

* Descriptive label that is associated with game session queue. Queue names must be unique within each region. *

* * @param name * Descriptive label that is associated with game session queue. Queue names must be unique within each * region. */ public void setName(String name) { this.name = name; } /** *

* Descriptive label that is associated with game session queue. Queue names must be unique within each region. *

* * @return Descriptive label that is associated with game session queue. Queue names must be unique within each * region. */ public String getName() { return this.name; } /** *

* Descriptive label that is associated with game session queue. Queue names must be unique within each region. *

* * @param name * Descriptive label that is associated with game session queue. Queue names must be unique within each * region. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionQueue withName(String name) { setName(name); 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. *

* * @param gameSessionQueueArn * 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. */ public void setGameSessionQueueArn(String gameSessionQueueArn) { this.gameSessionQueueArn = gameSessionQueueArn; } /** *

* 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. *

* * @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. */ public String getGameSessionQueueArn() { return this.gameSessionQueueArn; } /** *

* 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. *

* * @param gameSessionQueueArn * 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. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionQueue withGameSessionQueueArn(String gameSessionQueueArn) { setGameSessionQueueArn(gameSessionQueueArn); return this; } /** *

* Maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds * this time, the game session placement changes to a TIMED_OUT status. *

* * @param timeoutInSeconds * Maximum time, in seconds, that a new game session placement request remains in the queue. When a request * exceeds this time, the game session placement changes to a TIMED_OUT status. */ public void setTimeoutInSeconds(Integer timeoutInSeconds) { this.timeoutInSeconds = timeoutInSeconds; } /** *

* Maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds * this time, the game session placement changes to a TIMED_OUT status. *

* * @return Maximum time, in seconds, that a new game session placement request remains in the queue. When a request * exceeds this time, the game session placement changes to a TIMED_OUT status. */ public Integer getTimeoutInSeconds() { return this.timeoutInSeconds; } /** *

* Maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds * this time, the game session placement changes to a TIMED_OUT status. *

* * @param timeoutInSeconds * Maximum time, in seconds, that a new game session placement request remains in the queue. When a request * exceeds this time, the game session placement changes to a TIMED_OUT status. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionQueue withTimeoutInSeconds(Integer timeoutInSeconds) { setTimeoutInSeconds(timeoutInSeconds); return this; } /** *

* Collection of latency policies to apply when processing game sessions placement requests with player latency * information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest * latency values. With just one policy, it is enforced at the start of the game session placement for the duration * period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a * queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of * the placement. *

* * @return Collection of latency policies to apply when processing game sessions placement requests with player * latency information. Multiple policies are evaluated in order of the maximum latency value, starting with * the lowest latency values. With just one policy, it is enforced at the start of the game session * placement for the duration period. With multiple policies, each policy is enforced consecutively for its * duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, * and then no policy for the remainder of the placement. */ public java.util.List getPlayerLatencyPolicies() { return playerLatencyPolicies; } /** *

* Collection of latency policies to apply when processing game sessions placement requests with player latency * information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest * latency values. With just one policy, it is enforced at the start of the game session placement for the duration * period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a * queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of * the placement. *

* * @param playerLatencyPolicies * Collection of latency policies to apply when processing game sessions placement requests with player * latency information. Multiple policies are evaluated in order of the maximum latency value, starting with * the lowest latency values. With just one policy, it is enforced at the start of the game session placement * for the duration period. With multiple policies, each policy is enforced consecutively for its duration * period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no * policy for the remainder of the placement. */ public void setPlayerLatencyPolicies(java.util.Collection playerLatencyPolicies) { if (playerLatencyPolicies == null) { this.playerLatencyPolicies = null; return; } this.playerLatencyPolicies = new java.util.ArrayList(playerLatencyPolicies); } /** *

* Collection of latency policies to apply when processing game sessions placement requests with player latency * information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest * latency values. With just one policy, it is enforced at the start of the game session placement for the duration * period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a * queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of * the placement. *

*

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

* * @param playerLatencyPolicies * Collection of latency policies to apply when processing game sessions placement requests with player * latency information. Multiple policies are evaluated in order of the maximum latency value, starting with * the lowest latency values. With just one policy, it is enforced at the start of the game session placement * for the duration period. With multiple policies, each policy is enforced consecutively for its duration * period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no * policy for the remainder of the placement. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionQueue withPlayerLatencyPolicies(PlayerLatencyPolicy... playerLatencyPolicies) { if (this.playerLatencyPolicies == null) { setPlayerLatencyPolicies(new java.util.ArrayList(playerLatencyPolicies.length)); } for (PlayerLatencyPolicy ele : playerLatencyPolicies) { this.playerLatencyPolicies.add(ele); } return this; } /** *

* Collection of latency policies to apply when processing game sessions placement requests with player latency * information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest * latency values. With just one policy, it is enforced at the start of the game session placement for the duration * period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a * queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of * the placement. *

* * @param playerLatencyPolicies * Collection of latency policies to apply when processing game sessions placement requests with player * latency information. Multiple policies are evaluated in order of the maximum latency value, starting with * the lowest latency values. With just one policy, it is enforced at the start of the game session placement * for the duration period. With multiple policies, each policy is enforced consecutively for its duration * period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no * policy for the remainder of the placement. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionQueue withPlayerLatencyPolicies(java.util.Collection playerLatencyPolicies) { setPlayerLatencyPolicies(playerLatencyPolicies); return this; } /** *

* List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by * either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. *

* * @return List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are * identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference * order. */ public java.util.List getDestinations() { return destinations; } /** *

* List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by * either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. *

* * @param destinations * List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are * identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference * order. */ public void setDestinations(java.util.Collection destinations) { if (destinations == null) { this.destinations = null; return; } this.destinations = new java.util.ArrayList(destinations); } /** *

* List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by * either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. *

*

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

* * @param destinations * List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are * identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference * order. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionQueue withDestinations(GameSessionQueueDestination... destinations) { if (this.destinations == null) { setDestinations(new java.util.ArrayList(destinations.length)); } for (GameSessionQueueDestination ele : destinations) { this.destinations.add(ele); } return this; } /** *

* List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by * either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. *

* * @param destinations * List of fleets that can be used to fulfill game session placement requests in the queue. Fleets are * identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference * order. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionQueue withDestinations(java.util.Collection destinations) { setDestinations(destinations); 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 (getGameSessionQueueArn() != null) sb.append("GameSessionQueueArn: ").append(getGameSessionQueueArn()).append(","); if (getTimeoutInSeconds() != null) sb.append("TimeoutInSeconds: ").append(getTimeoutInSeconds()).append(","); if (getPlayerLatencyPolicies() != null) sb.append("PlayerLatencyPolicies: ").append(getPlayerLatencyPolicies()).append(","); if (getDestinations() != null) sb.append("Destinations: ").append(getDestinations()); sb.append("}"); return sb.toString(); } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj == null) return false; if (obj instanceof GameSessionQueue == false) return false; GameSessionQueue other = (GameSessionQueue) obj; if (other.getName() == null ^ this.getName() == null) return false; if (other.getName() != null && other.getName().equals(this.getName()) == false) return false; if (other.getGameSessionQueueArn() == null ^ this.getGameSessionQueueArn() == null) return false; if (other.getGameSessionQueueArn() != null && other.getGameSessionQueueArn().equals(this.getGameSessionQueueArn()) == false) return false; if (other.getTimeoutInSeconds() == null ^ this.getTimeoutInSeconds() == null) return false; if (other.getTimeoutInSeconds() != null && other.getTimeoutInSeconds().equals(this.getTimeoutInSeconds()) == false) return false; if (other.getPlayerLatencyPolicies() == null ^ this.getPlayerLatencyPolicies() == null) return false; if (other.getPlayerLatencyPolicies() != null && other.getPlayerLatencyPolicies().equals(this.getPlayerLatencyPolicies()) == false) return false; if (other.getDestinations() == null ^ this.getDestinations() == null) return false; if (other.getDestinations() != null && other.getDestinations().equals(this.getDestinations()) == 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 + ((getGameSessionQueueArn() == null) ? 0 : getGameSessionQueueArn().hashCode()); hashCode = prime * hashCode + ((getTimeoutInSeconds() == null) ? 0 : getTimeoutInSeconds().hashCode()); hashCode = prime * hashCode + ((getPlayerLatencyPolicies() == null) ? 0 : getPlayerLatencyPolicies().hashCode()); hashCode = prime * hashCode + ((getDestinations() == null) ? 0 : getDestinations().hashCode()); return hashCode; } @Override public GameSessionQueue clone() { try { return (GameSessionQueue) super.clone(); } catch (CloneNotSupportedException e) { throw new IllegalStateException("Got a CloneNotSupportedException from Object.clone() " + "even though we're Cloneable!", e); } } @com.amazonaws.annotation.SdkInternalApi @Override public void marshall(ProtocolMarshaller protocolMarshaller) { com.amazonaws.services.gamelift.model.transform.GameSessionQueueMarshaller.getInstance().marshall(this, protocolMarshaller); } }




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