com.amazonaws.services.gamelift.model.CreateFleetRequest Maven / Gradle / Ivy
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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();
}
}