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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 2010-2016 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 this fleet. Fleet names do not need to * be unique. *

*/ private String name; /** *

* Human-readable description of the fleet. *

*/ private String description; /** *

* Unique identifier for the build you want the new fleet to use. *

*/ private String buildId; /** *

* Path to the launch executable for the game server. A game server is built * into a C:\game drive. This value must be expressed as * C:\game\[launchpath]. Example: If, when built, your game * server files are in a folder called "MyGame", your log path should be * C:\game\MyGame\server.exe. *

*/ private String serverLaunchPath; /** *

* Parameters required to launch your game server. These parameters should * be expressed as a string of command-line parameters. Example: * "+sv_port 33435 +start_lobby". *

*/ private String serverLaunchParameters; /** *

* Path to game-session log files generated by your game server. Once a game * session has been terminated, Amazon GameLift captures and stores the logs * on Amazon S3. Use the GameLift console to access the stored logs. *

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

* Type of EC2 instances used in the fleet. EC2 instance types define the * CPU, memory, storage, and networking capacity of the fleetaposs hosts. * Amazon GameLift supports the EC2 instance types listed below. See Amazon EC2 Instance * Types for detailed descriptions of each. *

*/ private String eC2InstanceType; /** *

* Access limits for incoming traffic. Setting these values limits game * server access to incoming traffic using specified IP ranges and port * numbers. Some ports in a range may be restricted. You can provide one or * more sets of permissions for the fleet. *

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

* Game session protection policy to apply to all instances created in this * fleet. If this parameter is not set, new instances in this fleet will * default to no protection. Protection can be set 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; /** *

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

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

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

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

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

* * @param name * Descriptive label associated with this 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 the fleet. *

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

* Human-readable description of the fleet. *

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

* Human-readable description of the fleet. *

* * @param description * Human-readable description of the 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 for the build you want the new fleet to use. *

* * @param buildId * Unique identifier for the build you want the new fleet to use. */ public void setBuildId(String buildId) { this.buildId = buildId; } /** *

* Unique identifier for the build you want the new fleet to use. *

* * @return Unique identifier for the build you want the new fleet to use. */ public String getBuildId() { return this.buildId; } /** *

* Unique identifier for the build you want the new fleet to use. *

* * @param buildId * Unique identifier for the build you want the new fleet to use. * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withBuildId(String buildId) { setBuildId(buildId); return this; } /** *

* Path to the launch executable for the game server. A game server is built * into a C:\game drive. This value must be expressed as * C:\game\[launchpath]. Example: If, when built, your game * server files are in a folder called "MyGame", your log path should be * C:\game\MyGame\server.exe. *

* * @param serverLaunchPath * Path to the launch executable for the game server. A game server * is built into a C:\game drive. This value must be * expressed as C:\game\[launchpath]. Example: If, when * built, your game server files are in a folder called "MyGame", * your log path should be C:\game\MyGame\server.exe. */ public void setServerLaunchPath(String serverLaunchPath) { this.serverLaunchPath = serverLaunchPath; } /** *

* Path to the launch executable for the game server. A game server is built * into a C:\game drive. This value must be expressed as * C:\game\[launchpath]. Example: If, when built, your game * server files are in a folder called "MyGame", your log path should be * C:\game\MyGame\server.exe. *

* * @return Path to the launch executable for the game server. A game server * is built into a C:\game drive. This value must be * expressed as C:\game\[launchpath]. Example: If, when * built, your game server files are in a folder called "MyGame", * your log path should be C:\game\MyGame\server.exe. */ public String getServerLaunchPath() { return this.serverLaunchPath; } /** *

* Path to the launch executable for the game server. A game server is built * into a C:\game drive. This value must be expressed as * C:\game\[launchpath]. Example: If, when built, your game * server files are in a folder called "MyGame", your log path should be * C:\game\MyGame\server.exe. *

* * @param serverLaunchPath * Path to the launch executable for the game server. A game server * is built into a C:\game drive. This value must be * expressed as C:\game\[launchpath]. Example: If, when * built, your game server files are in a folder called "MyGame", * your log path should be C:\game\MyGame\server.exe. * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withServerLaunchPath(String serverLaunchPath) { setServerLaunchPath(serverLaunchPath); return this; } /** *

* Parameters required to launch your game server. These parameters should * be expressed as a string of command-line parameters. Example: * "+sv_port 33435 +start_lobby". *

* * @param serverLaunchParameters * Parameters required to launch your game server. These parameters * should be expressed as a string of command-line parameters. * Example: "+sv_port 33435 +start_lobby". */ public void setServerLaunchParameters(String serverLaunchParameters) { this.serverLaunchParameters = serverLaunchParameters; } /** *

* Parameters required to launch your game server. These parameters should * be expressed as a string of command-line parameters. Example: * "+sv_port 33435 +start_lobby". *

* * @return Parameters required to launch your game server. These parameters * should be expressed as a string of command-line parameters. * Example: "+sv_port 33435 +start_lobby". */ public String getServerLaunchParameters() { return this.serverLaunchParameters; } /** *

* Parameters required to launch your game server. These parameters should * be expressed as a string of command-line parameters. Example: * "+sv_port 33435 +start_lobby". *

* * @param serverLaunchParameters * Parameters required to launch your game server. These parameters * should be expressed as a string of command-line parameters. * Example: "+sv_port 33435 +start_lobby". * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withServerLaunchParameters( String serverLaunchParameters) { setServerLaunchParameters(serverLaunchParameters); return this; } /** *

* Path to game-session log files generated by your game server. Once a game * session has been terminated, Amazon GameLift captures and stores the logs * on Amazon S3. Use the GameLift console to access the stored logs. *

* * @return Path to game-session log files generated by your game server. * Once a game session has been terminated, Amazon GameLift captures * and stores the logs on Amazon S3. Use the GameLift console to * access the stored logs. */ public java.util.List getLogPaths() { return logPaths; } /** *

* Path to game-session log files generated by your game server. Once a game * session has been terminated, Amazon GameLift captures and stores the logs * on Amazon S3. Use the GameLift console to access the stored logs. *

* * @param logPaths * Path to game-session log files generated by your game server. Once * a game session has been terminated, Amazon GameLift captures and * stores the logs on Amazon S3. Use the GameLift console to access * the stored logs. */ public void setLogPaths(java.util.Collection logPaths) { if (logPaths == null) { this.logPaths = null; return; } this.logPaths = new java.util.ArrayList(logPaths); } /** *

* Path to game-session log files generated by your game server. Once a game * session has been terminated, Amazon GameLift captures and stores the logs * on Amazon S3. Use the GameLift console to access the 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 * Path to game-session log files generated by your game server. Once * a game session has been terminated, Amazon GameLift captures and * stores the logs on Amazon S3. Use the GameLift console to access * the 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; } /** *

* Path to game-session log files generated by your game server. Once a game * session has been terminated, Amazon GameLift captures and stores the logs * on Amazon S3. Use the GameLift console to access the stored logs. *

* * @param logPaths * Path to game-session log files generated by your game server. Once * a game session has been terminated, Amazon GameLift captures and * stores the logs on Amazon S3. Use the GameLift console to access * the 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; } /** *

* Type of EC2 instances used in the fleet. EC2 instance types define the * CPU, memory, storage, and networking capacity of the fleetaposs hosts. * Amazon GameLift supports the EC2 instance types listed below. See Amazon EC2 Instance * Types for detailed descriptions of each. *

* * @param eC2InstanceType * Type of EC2 instances used in the fleet. EC2 instance types define * the CPU, memory, storage, and networking capacity of the * fleetaposs hosts. Amazon GameLift supports the EC2 instance types * listed below. See Amazon EC2 * Instance Types for detailed descriptions of each. * @see EC2InstanceType */ public void setEC2InstanceType(String eC2InstanceType) { this.eC2InstanceType = eC2InstanceType; } /** *

* Type of EC2 instances used in the fleet. EC2 instance types define the * CPU, memory, storage, and networking capacity of the fleetaposs hosts. * Amazon GameLift supports the EC2 instance types listed below. See Amazon EC2 Instance * Types for detailed descriptions of each. *

* * @return Type of EC2 instances used in the fleet. EC2 instance types * define the CPU, memory, storage, and networking capacity of the * fleetaposs hosts. Amazon GameLift supports the EC2 instance types * listed below. See Amazon EC2 * Instance Types for detailed descriptions of each. * @see EC2InstanceType */ public String getEC2InstanceType() { return this.eC2InstanceType; } /** *

* Type of EC2 instances used in the fleet. EC2 instance types define the * CPU, memory, storage, and networking capacity of the fleetaposs hosts. * Amazon GameLift supports the EC2 instance types listed below. See Amazon EC2 Instance * Types for detailed descriptions of each. *

* * @param eC2InstanceType * Type of EC2 instances used in the fleet. EC2 instance types define * the CPU, memory, storage, and networking capacity of the * fleetaposs hosts. Amazon GameLift supports the EC2 instance types * listed below. See Amazon EC2 * Instance Types for detailed descriptions of each. * @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; } /** *

* Type of EC2 instances used in the fleet. EC2 instance types define the * CPU, memory, storage, and networking capacity of the fleetaposs hosts. * Amazon GameLift supports the EC2 instance types listed below. See Amazon EC2 Instance * Types for detailed descriptions of each. *

* * @param eC2InstanceType * Type of EC2 instances used in the fleet. EC2 instance types define * the CPU, memory, storage, and networking capacity of the * fleetaposs hosts. Amazon GameLift supports the EC2 instance types * listed below. See Amazon EC2 * Instance Types for detailed descriptions of each. * @see EC2InstanceType */ public void setEC2InstanceType(EC2InstanceType eC2InstanceType) { this.eC2InstanceType = eC2InstanceType.toString(); } /** *

* Type of EC2 instances used in the fleet. EC2 instance types define the * CPU, memory, storage, and networking capacity of the fleetaposs hosts. * Amazon GameLift supports the EC2 instance types listed below. See Amazon EC2 Instance * Types for detailed descriptions of each. *

* * @param eC2InstanceType * Type of EC2 instances used in the fleet. EC2 instance types define * the CPU, memory, storage, and networking capacity of the * fleetaposs hosts. Amazon GameLift supports the EC2 instance types * listed below. See Amazon EC2 * Instance Types for detailed descriptions of each. * @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; } /** *

* Access limits for incoming traffic. Setting these values limits game * server access to incoming traffic using specified IP ranges and port * numbers. Some ports in a range may be restricted. You can provide one or * more sets of permissions for the fleet. *

* * @return Access limits for incoming traffic. Setting these values limits * game server access to incoming traffic using specified IP ranges * and port numbers. Some ports in a range may be restricted. You * can provide one or more sets of permissions for the fleet. */ public java.util.List getEC2InboundPermissions() { return eC2InboundPermissions; } /** *

* Access limits for incoming traffic. Setting these values limits game * server access to incoming traffic using specified IP ranges and port * numbers. Some ports in a range may be restricted. You can provide one or * more sets of permissions for the fleet. *

* * @param eC2InboundPermissions * Access limits for incoming traffic. Setting these values limits * game server access to incoming traffic using specified IP ranges * and port numbers. Some ports in a range may be restricted. You can * provide one or more sets of permissions for the fleet. */ public void setEC2InboundPermissions( java.util.Collection eC2InboundPermissions) { if (eC2InboundPermissions == null) { this.eC2InboundPermissions = null; return; } this.eC2InboundPermissions = new java.util.ArrayList( eC2InboundPermissions); } /** *

* Access limits for incoming traffic. Setting these values limits game * server access to incoming traffic using specified IP ranges and port * numbers. Some ports in a range may be restricted. You can provide one or * more sets of permissions for the 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 * Access limits for incoming traffic. Setting these values limits * game server access to incoming traffic using specified IP ranges * and port numbers. Some ports in a range may be restricted. You can * provide one or more sets of permissions for the 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; } /** *

* Access limits for incoming traffic. Setting these values limits game * server access to incoming traffic using specified IP ranges and port * numbers. Some ports in a range may be restricted. You can provide one or * more sets of permissions for the fleet. *

* * @param eC2InboundPermissions * Access limits for incoming traffic. Setting these values limits * game server access to incoming traffic using specified IP ranges * and port numbers. Some ports in a range may be restricted. You can * provide one or more sets of permissions for the 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 created in this * fleet. If this parameter is not set, new instances in this fleet will * default to no protection. Protection can be set 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 created * in this fleet. If this parameter is not set, new instances in this * fleet will default to no protection. Protection can be set 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 created in this * fleet. If this parameter is not set, new instances in this fleet will * default to no protection. Protection can be set 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 created * in this fleet. If this parameter is not set, new instances in * this fleet will default to no protection. Protection can be set * 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 created in this * fleet. If this parameter is not set, new instances in this fleet will * default to no protection. Protection can be set 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 created * in this fleet. If this parameter is not set, new instances in this * fleet will default to no protection. Protection can be set 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 created in this * fleet. If this parameter is not set, new instances in this fleet will * default to no protection. Protection can be set 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 created * in this fleet. If this parameter is not set, new instances in this * fleet will default to no protection. Protection can be set 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 created in this * fleet. If this parameter is not set, new instances in this fleet will * default to no protection. Protection can be set 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 created * in this fleet. If this parameter is not set, new instances in this * fleet will default to no protection. Protection can be set 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; } /** * 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()); 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; 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()); return hashCode; } @Override public CreateFleetRequest clone() { return (CreateFleetRequest) super.clone(); } }




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