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com.amazonaws.services.gamelift.model.GameServer Maven / Gradle / Ivy

/*
 * Copyright 2017-2022 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;

/**
 * 

* This data type is used with the GameLift FleetIQ and game server groups. *

*

* Properties describing a game server that is running on an instance in a GameServerGroup. *

*

* A game server is created by a successful call to RegisterGameServer and deleted by calling * DeregisterGameServer. A game server is claimed to host a game session by calling * ClaimGameServer. *

*

* Related actions *

*

* RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | * UpdateGameServer | DeregisterGameServer | All APIs by task *

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

* A unique identifier for the game server group where the game server is running. Use either the * GameServerGroup name or ARN value. *

*/ private String gameServerGroupName; /** *

* The ARN identifier for the game server group where the game server is located. *

*/ private String gameServerGroupArn; /** *

* A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique * across all game server groups in an Amazon Web Services account. *

*/ private String gameServerId; /** *

* The unique identifier for the instance where the game server is running. This ID is available in the instance * metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0. *

*/ private String instanceId; /** *

* The port and IP address that must be used to establish a client connection to the game server. *

*/ private String connectionInfo; /** *

* A set of custom game server properties, formatted as a single string value. This data is passed to a game client * or service when it requests information on game servers using ListGameServers or ClaimGameServer. *

*/ private String gameServerData; /** *

* Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. * Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During * this time, game clients connect to the game server to start the game and trigger the game server to update its * utilization status. After one minute, the game server claim status reverts to null. *

*/ private String claimStatus; /** *

* Indicates whether the game server is currently available for new games or is busy. Possible statuses include: *

*
    *
  • *

    * AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains * in this status until it reports game hosting activity. *

    *
  • *
  • *

    * UTILIZED - The game server is currently hosting a game session with players. *

    *
  • *
*/ private String utilizationStatus; /** *

* Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is * a number expressed in Unix time as milliseconds (for example "1469498468.057"). *

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

* Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The * format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value * is used to calculate when a claimed game server's status should revert to null. *

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

* Timestamp that indicates the last time the game server was updated with health status using an * UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example * "1469498468.057"). After game server registration, this property is only changed when a game server * update specifies a health check value. *

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

* A unique identifier for the game server group where the game server is running. Use either the * GameServerGroup name or ARN value. *

* * @param gameServerGroupName * A unique identifier for the game server group where the game server is running. Use either the * GameServerGroup name or ARN value. */ public void setGameServerGroupName(String gameServerGroupName) { this.gameServerGroupName = gameServerGroupName; } /** *

* A unique identifier for the game server group where the game server is running. Use either the * GameServerGroup name or ARN value. *

* * @return A unique identifier for the game server group where the game server is running. Use either the * GameServerGroup name or ARN value. */ public String getGameServerGroupName() { return this.gameServerGroupName; } /** *

* A unique identifier for the game server group where the game server is running. Use either the * GameServerGroup name or ARN value. *

* * @param gameServerGroupName * A unique identifier for the game server group where the game server is running. Use either the * GameServerGroup name or ARN value. * @return Returns a reference to this object so that method calls can be chained together. */ public GameServer withGameServerGroupName(String gameServerGroupName) { setGameServerGroupName(gameServerGroupName); return this; } /** *

* The ARN identifier for the game server group where the game server is located. *

* * @param gameServerGroupArn * The ARN identifier for the game server group where the game server is located. */ public void setGameServerGroupArn(String gameServerGroupArn) { this.gameServerGroupArn = gameServerGroupArn; } /** *

* The ARN identifier for the game server group where the game server is located. *

* * @return The ARN identifier for the game server group where the game server is located. */ public String getGameServerGroupArn() { return this.gameServerGroupArn; } /** *

* The ARN identifier for the game server group where the game server is located. *

* * @param gameServerGroupArn * The ARN identifier for the game server group where the game server is located. * @return Returns a reference to this object so that method calls can be chained together. */ public GameServer withGameServerGroupArn(String gameServerGroupArn) { setGameServerGroupArn(gameServerGroupArn); return this; } /** *

* A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique * across all game server groups in an Amazon Web Services account. *

* * @param gameServerId * A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are * unique across all game server groups in an Amazon Web Services account. */ public void setGameServerId(String gameServerId) { this.gameServerId = gameServerId; } /** *

* A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique * across all game server groups in an Amazon Web Services account. *

* * @return A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are * unique across all game server groups in an Amazon Web Services account. */ public String getGameServerId() { return this.gameServerId; } /** *

* A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique * across all game server groups in an Amazon Web Services account. *

* * @param gameServerId * A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are * unique across all game server groups in an Amazon Web Services account. * @return Returns a reference to this object so that method calls can be chained together. */ public GameServer withGameServerId(String gameServerId) { setGameServerId(gameServerId); return this; } /** *

* The unique identifier for the instance where the game server is running. This ID is available in the instance * metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0. *

* * @param instanceId * The unique identifier for the instance where the game server is running. This ID is available in the * instance metadata. EC2 instance IDs use a 17-character format, for example: * i-1234567890abcdef0. */ public void setInstanceId(String instanceId) { this.instanceId = instanceId; } /** *

* The unique identifier for the instance where the game server is running. This ID is available in the instance * metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0. *

* * @return The unique identifier for the instance where the game server is running. This ID is available in the * instance metadata. EC2 instance IDs use a 17-character format, for example: * i-1234567890abcdef0. */ public String getInstanceId() { return this.instanceId; } /** *

* The unique identifier for the instance where the game server is running. This ID is available in the instance * metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0. *

* * @param instanceId * The unique identifier for the instance where the game server is running. This ID is available in the * instance metadata. EC2 instance IDs use a 17-character format, for example: * i-1234567890abcdef0. * @return Returns a reference to this object so that method calls can be chained together. */ public GameServer withInstanceId(String instanceId) { setInstanceId(instanceId); return this; } /** *

* The port and IP address that must be used to establish a client connection to the game server. *

* * @param connectionInfo * The port and IP address that must be used to establish a client connection to the game server. */ public void setConnectionInfo(String connectionInfo) { this.connectionInfo = connectionInfo; } /** *

* The port and IP address that must be used to establish a client connection to the game server. *

* * @return The port and IP address that must be used to establish a client connection to the game server. */ public String getConnectionInfo() { return this.connectionInfo; } /** *

* The port and IP address that must be used to establish a client connection to the game server. *

* * @param connectionInfo * The port and IP address that must be used to establish a client connection to the game server. * @return Returns a reference to this object so that method calls can be chained together. */ public GameServer withConnectionInfo(String connectionInfo) { setConnectionInfo(connectionInfo); return this; } /** *

* A set of custom game server properties, formatted as a single string value. This data is passed to a game client * or service when it requests information on game servers using ListGameServers or ClaimGameServer. *

* * @param gameServerData * A set of custom game server properties, formatted as a single string value. This data is passed to a game * client or service when it requests information on game servers using ListGameServers or * ClaimGameServer. */ public void setGameServerData(String gameServerData) { this.gameServerData = gameServerData; } /** *

* A set of custom game server properties, formatted as a single string value. This data is passed to a game client * or service when it requests information on game servers using ListGameServers or ClaimGameServer. *

* * @return A set of custom game server properties, formatted as a single string value. This data is passed to a game * client or service when it requests information on game servers using ListGameServers or * ClaimGameServer. */ public String getGameServerData() { return this.gameServerData; } /** *

* A set of custom game server properties, formatted as a single string value. This data is passed to a game client * or service when it requests information on game servers using ListGameServers or ClaimGameServer. *

* * @param gameServerData * A set of custom game server properties, formatted as a single string value. This data is passed to a game * client or service when it requests information on game servers using ListGameServers or * ClaimGameServer. * @return Returns a reference to this object so that method calls can be chained together. */ public GameServer withGameServerData(String gameServerData) { setGameServerData(gameServerData); return this; } /** *

* Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. * Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During * this time, game clients connect to the game server to start the game and trigger the game server to update its * utilization status. After one minute, the game server claim status reverts to null. *

* * @param claimStatus * Indicates when an available game server has been reserved for gameplay but has not yet started hosting a * game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one * minute. During this time, game clients connect to the game server to start the game and trigger the game * server to update its utilization status. After one minute, the game server claim status reverts to null. * @see GameServerClaimStatus */ public void setClaimStatus(String claimStatus) { this.claimStatus = claimStatus; } /** *

* Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. * Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During * this time, game clients connect to the game server to start the game and trigger the game server to update its * utilization status. After one minute, the game server claim status reverts to null. *

* * @return Indicates when an available game server has been reserved for gameplay but has not yet started hosting a * game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one * minute. During this time, game clients connect to the game server to start the game and trigger the game * server to update its utilization status. After one minute, the game server claim status reverts to null. * @see GameServerClaimStatus */ public String getClaimStatus() { return this.claimStatus; } /** *

* Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. * Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During * this time, game clients connect to the game server to start the game and trigger the game server to update its * utilization status. After one minute, the game server claim status reverts to null. *

* * @param claimStatus * Indicates when an available game server has been reserved for gameplay but has not yet started hosting a * game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one * minute. During this time, game clients connect to the game server to start the game and trigger the game * server to update its utilization status. After one minute, the game server claim status reverts to null. * @return Returns a reference to this object so that method calls can be chained together. * @see GameServerClaimStatus */ public GameServer withClaimStatus(String claimStatus) { setClaimStatus(claimStatus); return this; } /** *

* Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game. * Once it is claimed, the game server remains in CLAIMED status for a maximum of one minute. During * this time, game clients connect to the game server to start the game and trigger the game server to update its * utilization status. After one minute, the game server claim status reverts to null. *

* * @param claimStatus * Indicates when an available game server has been reserved for gameplay but has not yet started hosting a * game. Once it is claimed, the game server remains in CLAIMED status for a maximum of one * minute. During this time, game clients connect to the game server to start the game and trigger the game * server to update its utilization status. After one minute, the game server claim status reverts to null. * @return Returns a reference to this object so that method calls can be chained together. * @see GameServerClaimStatus */ public GameServer withClaimStatus(GameServerClaimStatus claimStatus) { this.claimStatus = claimStatus.toString(); return this; } /** *

* Indicates whether the game server is currently available for new games or is busy. Possible statuses include: *

*
    *
  • *

    * AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains * in this status until it reports game hosting activity. *

    *
  • *
  • *

    * UTILIZED - The game server is currently hosting a game session with players. *

    *
  • *
* * @param utilizationStatus * Indicates whether the game server is currently available for new games or is busy. Possible statuses * include:

*
    *
  • *

    * AVAILABLE - The game server is available to be claimed. A game server that has been claimed * remains in this status until it reports game hosting activity. *

    *
  • *
  • *

    * UTILIZED - The game server is currently hosting a game session with players. *

    *
  • * @see GameServerUtilizationStatus */ public void setUtilizationStatus(String utilizationStatus) { this.utilizationStatus = utilizationStatus; } /** *

    * Indicates whether the game server is currently available for new games or is busy. Possible statuses include: *

    *
      *
    • *

      * AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains * in this status until it reports game hosting activity. *

      *
    • *
    • *

      * UTILIZED - The game server is currently hosting a game session with players. *

      *
    • *
    * * @return Indicates whether the game server is currently available for new games or is busy. Possible statuses * include:

    *
      *
    • *

      * AVAILABLE - The game server is available to be claimed. A game server that has been claimed * remains in this status until it reports game hosting activity. *

      *
    • *
    • *

      * UTILIZED - The game server is currently hosting a game session with players. *

      *
    • * @see GameServerUtilizationStatus */ public String getUtilizationStatus() { return this.utilizationStatus; } /** *

      * Indicates whether the game server is currently available for new games or is busy. Possible statuses include: *

      *
        *
      • *

        * AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains * in this status until it reports game hosting activity. *

        *
      • *
      • *

        * UTILIZED - The game server is currently hosting a game session with players. *

        *
      • *
      * * @param utilizationStatus * Indicates whether the game server is currently available for new games or is busy. Possible statuses * include:

      *
        *
      • *

        * AVAILABLE - The game server is available to be claimed. A game server that has been claimed * remains in this status until it reports game hosting activity. *

        *
      • *
      • *

        * UTILIZED - The game server is currently hosting a game session with players. *

        *
      • * @return Returns a reference to this object so that method calls can be chained together. * @see GameServerUtilizationStatus */ public GameServer withUtilizationStatus(String utilizationStatus) { setUtilizationStatus(utilizationStatus); return this; } /** *

        * Indicates whether the game server is currently available for new games or is busy. Possible statuses include: *

        *
          *
        • *

          * AVAILABLE - The game server is available to be claimed. A game server that has been claimed remains * in this status until it reports game hosting activity. *

          *
        • *
        • *

          * UTILIZED - The game server is currently hosting a game session with players. *

          *
        • *
        * * @param utilizationStatus * Indicates whether the game server is currently available for new games or is busy. Possible statuses * include:

        *
          *
        • *

          * AVAILABLE - The game server is available to be claimed. A game server that has been claimed * remains in this status until it reports game hosting activity. *

          *
        • *
        • *

          * UTILIZED - The game server is currently hosting a game session with players. *

          *
        • * @return Returns a reference to this object so that method calls can be chained together. * @see GameServerUtilizationStatus */ public GameServer withUtilizationStatus(GameServerUtilizationStatus utilizationStatus) { this.utilizationStatus = utilizationStatus.toString(); return this; } /** *

          * Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is * a number expressed in Unix time as milliseconds (for example "1469498468.057"). *

          * * @param registrationTime * Timestamp that indicates when the game server was created with a RegisterGameServer request. The * format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). */ public void setRegistrationTime(java.util.Date registrationTime) { this.registrationTime = registrationTime; } /** *

          * Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is * a number expressed in Unix time as milliseconds (for example "1469498468.057"). *

          * * @return Timestamp that indicates when the game server was created with a RegisterGameServer request. The * format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). */ public java.util.Date getRegistrationTime() { return this.registrationTime; } /** *

          * Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is * a number expressed in Unix time as milliseconds (for example "1469498468.057"). *

          * * @param registrationTime * Timestamp that indicates when the game server was created with a RegisterGameServer request. The * format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). * @return Returns a reference to this object so that method calls can be chained together. */ public GameServer withRegistrationTime(java.util.Date registrationTime) { setRegistrationTime(registrationTime); return this; } /** *

          * Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The * format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value * is used to calculate when a claimed game server's status should revert to null. *

          * * @param lastClaimTime * Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. * The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). * This value is used to calculate when a claimed game server's status should revert to null. */ public void setLastClaimTime(java.util.Date lastClaimTime) { this.lastClaimTime = lastClaimTime; } /** *

          * Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The * format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value * is used to calculate when a claimed game server's status should revert to null. *

          * * @return Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. * The format is a number expressed in Unix time as milliseconds (for example "1469498468.057" * ). This value is used to calculate when a claimed game server's status should revert to null. */ public java.util.Date getLastClaimTime() { return this.lastClaimTime; } /** *

          * Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The * format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). This value * is used to calculate when a claimed game server's status should revert to null. *

          * * @param lastClaimTime * Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. * The format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). * This value is used to calculate when a claimed game server's status should revert to null. * @return Returns a reference to this object so that method calls can be chained together. */ public GameServer withLastClaimTime(java.util.Date lastClaimTime) { setLastClaimTime(lastClaimTime); return this; } /** *

          * Timestamp that indicates the last time the game server was updated with health status using an * UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example * "1469498468.057"). After game server registration, this property is only changed when a game server * update specifies a health check value. *

          * * @param lastHealthCheckTime * Timestamp that indicates the last time the game server was updated with health status using an * UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for * example "1469498468.057"). After game server registration, this property is only changed when * a game server update specifies a health check value. */ public void setLastHealthCheckTime(java.util.Date lastHealthCheckTime) { this.lastHealthCheckTime = lastHealthCheckTime; } /** *

          * Timestamp that indicates the last time the game server was updated with health status using an * UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example * "1469498468.057"). After game server registration, this property is only changed when a game server * update specifies a health check value. *

          * * @return Timestamp that indicates the last time the game server was updated with health status using an * UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for * example "1469498468.057"). After game server registration, this property is only changed * when a game server update specifies a health check value. */ public java.util.Date getLastHealthCheckTime() { return this.lastHealthCheckTime; } /** *

          * Timestamp that indicates the last time the game server was updated with health status using an * UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example * "1469498468.057"). After game server registration, this property is only changed when a game server * update specifies a health check value. *

          * * @param lastHealthCheckTime * Timestamp that indicates the last time the game server was updated with health status using an * UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for * example "1469498468.057"). After game server registration, this property is only changed when * a game server update specifies a health check value. * @return Returns a reference to this object so that method calls can be chained together. */ public GameServer withLastHealthCheckTime(java.util.Date lastHealthCheckTime) { setLastHealthCheckTime(lastHealthCheckTime); return this; } /** * Returns a string representation of this object. This is useful for testing and debugging. Sensitive data will be * redacted from this string using a placeholder value. * * @return A string representation of this object. * * @see java.lang.Object#toString() */ @Override public String toString() { StringBuilder sb = new StringBuilder(); sb.append("{"); if (getGameServerGroupName() != null) sb.append("GameServerGroupName: ").append(getGameServerGroupName()).append(","); if (getGameServerGroupArn() != null) sb.append("GameServerGroupArn: ").append(getGameServerGroupArn()).append(","); if (getGameServerId() != null) sb.append("GameServerId: ").append(getGameServerId()).append(","); if (getInstanceId() != null) sb.append("InstanceId: ").append(getInstanceId()).append(","); if (getConnectionInfo() != null) sb.append("ConnectionInfo: ").append(getConnectionInfo()).append(","); if (getGameServerData() != null) sb.append("GameServerData: ").append(getGameServerData()).append(","); if (getClaimStatus() != null) sb.append("ClaimStatus: ").append(getClaimStatus()).append(","); if (getUtilizationStatus() != null) sb.append("UtilizationStatus: ").append(getUtilizationStatus()).append(","); if (getRegistrationTime() != null) sb.append("RegistrationTime: ").append(getRegistrationTime()).append(","); if (getLastClaimTime() != null) sb.append("LastClaimTime: ").append(getLastClaimTime()).append(","); if (getLastHealthCheckTime() != null) sb.append("LastHealthCheckTime: ").append(getLastHealthCheckTime()); sb.append("}"); return sb.toString(); } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj == null) return false; if (obj instanceof GameServer == false) return false; GameServer other = (GameServer) obj; if (other.getGameServerGroupName() == null ^ this.getGameServerGroupName() == null) return false; if (other.getGameServerGroupName() != null && other.getGameServerGroupName().equals(this.getGameServerGroupName()) == false) return false; if (other.getGameServerGroupArn() == null ^ this.getGameServerGroupArn() == null) return false; if (other.getGameServerGroupArn() != null && other.getGameServerGroupArn().equals(this.getGameServerGroupArn()) == false) return false; if (other.getGameServerId() == null ^ this.getGameServerId() == null) return false; if (other.getGameServerId() != null && other.getGameServerId().equals(this.getGameServerId()) == false) return false; if (other.getInstanceId() == null ^ this.getInstanceId() == null) return false; if (other.getInstanceId() != null && other.getInstanceId().equals(this.getInstanceId()) == false) return false; if (other.getConnectionInfo() == null ^ this.getConnectionInfo() == null) return false; if (other.getConnectionInfo() != null && other.getConnectionInfo().equals(this.getConnectionInfo()) == false) return false; if (other.getGameServerData() == null ^ this.getGameServerData() == null) return false; if (other.getGameServerData() != null && other.getGameServerData().equals(this.getGameServerData()) == false) return false; if (other.getClaimStatus() == null ^ this.getClaimStatus() == null) return false; if (other.getClaimStatus() != null && other.getClaimStatus().equals(this.getClaimStatus()) == false) return false; if (other.getUtilizationStatus() == null ^ this.getUtilizationStatus() == null) return false; if (other.getUtilizationStatus() != null && other.getUtilizationStatus().equals(this.getUtilizationStatus()) == false) return false; if (other.getRegistrationTime() == null ^ this.getRegistrationTime() == null) return false; if (other.getRegistrationTime() != null && other.getRegistrationTime().equals(this.getRegistrationTime()) == false) return false; if (other.getLastClaimTime() == null ^ this.getLastClaimTime() == null) return false; if (other.getLastClaimTime() != null && other.getLastClaimTime().equals(this.getLastClaimTime()) == false) return false; if (other.getLastHealthCheckTime() == null ^ this.getLastHealthCheckTime() == null) return false; if (other.getLastHealthCheckTime() != null && other.getLastHealthCheckTime().equals(this.getLastHealthCheckTime()) == false) return false; return true; } @Override public int hashCode() { final int prime = 31; int hashCode = 1; hashCode = prime * hashCode + ((getGameServerGroupName() == null) ? 0 : getGameServerGroupName().hashCode()); hashCode = prime * hashCode + ((getGameServerGroupArn() == null) ? 0 : getGameServerGroupArn().hashCode()); hashCode = prime * hashCode + ((getGameServerId() == null) ? 0 : getGameServerId().hashCode()); hashCode = prime * hashCode + ((getInstanceId() == null) ? 0 : getInstanceId().hashCode()); hashCode = prime * hashCode + ((getConnectionInfo() == null) ? 0 : getConnectionInfo().hashCode()); hashCode = prime * hashCode + ((getGameServerData() == null) ? 0 : getGameServerData().hashCode()); hashCode = prime * hashCode + ((getClaimStatus() == null) ? 0 : getClaimStatus().hashCode()); hashCode = prime * hashCode + ((getUtilizationStatus() == null) ? 0 : getUtilizationStatus().hashCode()); hashCode = prime * hashCode + ((getRegistrationTime() == null) ? 0 : getRegistrationTime().hashCode()); hashCode = prime * hashCode + ((getLastClaimTime() == null) ? 0 : getLastClaimTime().hashCode()); hashCode = prime * hashCode + ((getLastHealthCheckTime() == null) ? 0 : getLastHealthCheckTime().hashCode()); return hashCode; } @Override public GameServer clone() { try { return (GameServer) 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.GameServerMarshaller.getInstance().marshall(this, protocolMarshaller); } }




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