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/*
 * 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;

/**
 * 

* Object that describes a StartGameSessionPlacement request. This object includes the full details of the * original request plus the current status and start/end time stamps. *

*

* Game session placement-related operations include: *

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

* A unique identifier for a game session placement. *

*/ private String placementId; /** *

* A descriptive label that is associated with game session queue. Queue names must be unique within each Region. *

*/ private String gameSessionQueueName; /** *

* Current status of the game session placement request. *

*
    *
  • *

    * PENDING -- The placement request is currently in the queue waiting to be processed. *

    *
  • *
  • *

    * FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values * for GameSessionArn and GameSessionRegion are available. *

    *
  • *
  • *

    * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement. *

    *
  • *
  • *

    * TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can * resubmit the placement request as needed. *

    *
  • *
  • *

    * FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons are the * game session terminated before the placement process was completed, or an unexpected internal error. *

    *
  • *
*/ private String status; /** *

* A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a * game server process in the GameSession object with a request to start a new game session (see Start a Game Session). *

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

* The maximum number of players that can be connected simultaneously to the game session. *

*/ private Integer maximumPlayerSessionCount; /** *

* A descriptive label that is associated with a game session. Session names do not need to be unique. *

*/ private String gameSessionName; /** *

* A unique identifier for the game session. This value is set once the new game session is placed (placement status * is FULFILLED). *

*/ private String gameSessionId; /** *

* Identifier for the game session created by this placement request. This value is set once the new game session is * placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use * this value as a GameSessionId value as needed. *

*/ private String gameSessionArn; /** *

* Name of the Region where the game session created by this placement request is running. This value is set once * the new game session is placed (placement status is FULFILLED). *

*/ private String gameSessionRegion; /** *

* A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when * connected to @aws; Regions. *

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

* Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as * milliseconds (for example "1469498468.057"). *

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

* Time stamp indicating when this request was completed, canceled, or timed out. *

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

* The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and * port number. This value is set once the new game session is placed (placement status is FULFILLED). *

*/ private String ipAddress; /** *

* The DNS identifier assigned to the instance that is running the game session. Values have the following format: *

*
    *
  • *

    * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. *

    *
  • *
  • *

    * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.) *

    *
  • *
*

* When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP * address. *

*/ private String dnsName; /** *

* The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and * port number. This value is set once the new game session is placed (placement status is FULFILLED). *

*/ private Integer port; /** *

* A collection of information on player sessions created in response to the game session placement request. These * player sessions are created only once a new game session is successfully placed (placement status is * FULFILLED). This information includes the player ID (as provided in the placement request) and the * corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the * player session ID. *

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

* A set of custom game session properties, formatted as a single string value. This data is passed to a game server * process in the GameSession object with a request to start a new game session (see Start a Game Session). *

*/ private String gameSessionData; /** *

* Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It * identifies the matchmaking configuration used to create the match, and contains data on all players assigned to * the match, including player attributes and team assignments. For more details on matchmaker data, see Match * Data. *

*/ private String matchmakerData; /** *

* A unique identifier for a game session placement. *

* * @param placementId * A unique identifier for a game session placement. */ public void setPlacementId(String placementId) { this.placementId = placementId; } /** *

* A unique identifier for a game session placement. *

* * @return A unique identifier for a game session placement. */ public String getPlacementId() { return this.placementId; } /** *

* A unique identifier for a game session placement. *

* * @param placementId * A unique identifier for a game session placement. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionPlacement withPlacementId(String placementId) { setPlacementId(placementId); return this; } /** *

* A descriptive label that is associated with game session queue. Queue names must be unique within each Region. *

* * @param gameSessionQueueName * A descriptive label that is associated with game session queue. Queue names must be unique within each * Region. */ public void setGameSessionQueueName(String gameSessionQueueName) { this.gameSessionQueueName = gameSessionQueueName; } /** *

* A descriptive label that is associated with game session queue. Queue names must be unique within each Region. *

* * @return A descriptive label that is associated with game session queue. Queue names must be unique within each * Region. */ public String getGameSessionQueueName() { return this.gameSessionQueueName; } /** *

* A descriptive label that is associated with game session queue. Queue names must be unique within each Region. *

* * @param gameSessionQueueName * A descriptive label that is associated with game session queue. Queue names must be unique within each * Region. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionPlacement withGameSessionQueueName(String gameSessionQueueName) { setGameSessionQueueName(gameSessionQueueName); return this; } /** *

* Current status of the game session placement request. *

*
    *
  • *

    * PENDING -- The placement request is currently in the queue waiting to be processed. *

    *
  • *
  • *

    * FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values * for GameSessionArn and GameSessionRegion are available. *

    *
  • *
  • *

    * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement. *

    *
  • *
  • *

    * TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can * resubmit the placement request as needed. *

    *
  • *
  • *

    * FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons are the * game session terminated before the placement process was completed, or an unexpected internal error. *

    *
  • *
* * @param status * Current status of the game session placement request.

*
    *
  • *

    * PENDING -- The placement request is currently in the queue waiting to be processed. *

    *
  • *
  • *

    * FULFILLED -- A new game session and player sessions (if requested) have been successfully created. * Values for GameSessionArn and GameSessionRegion are available. *

    *
  • *
  • *

    * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement. *

    *
  • *
  • *

    * TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can * resubmit the placement request as needed. *

    *
  • *
  • *

    * FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons * are the game session terminated before the placement process was completed, or an unexpected internal * error. *

    *
  • * @see GameSessionPlacementState */ public void setStatus(String status) { this.status = status; } /** *

    * Current status of the game session placement request. *

    *
      *
    • *

      * PENDING -- The placement request is currently in the queue waiting to be processed. *

      *
    • *
    • *

      * FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values * for GameSessionArn and GameSessionRegion are available. *

      *
    • *
    • *

      * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement. *

      *
    • *
    • *

      * TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can * resubmit the placement request as needed. *

      *
    • *
    • *

      * FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons are the * game session terminated before the placement process was completed, or an unexpected internal error. *

      *
    • *
    * * @return Current status of the game session placement request.

    *
      *
    • *

      * PENDING -- The placement request is currently in the queue waiting to be processed. *

      *
    • *
    • *

      * FULFILLED -- A new game session and player sessions (if requested) have been successfully created. * Values for GameSessionArn and GameSessionRegion are available. *

      *
    • *
    • *

      * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement. *

      *
    • *
    • *

      * TIMED_OUT -- A new game session was not successfully created before the time limit expired. You * can resubmit the placement request as needed. *

      *
    • *
    • *

      * FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons * are the game session terminated before the placement process was completed, or an unexpected internal * error. *

      *
    • * @see GameSessionPlacementState */ public String getStatus() { return this.status; } /** *

      * Current status of the game session placement request. *

      *
        *
      • *

        * PENDING -- The placement request is currently in the queue waiting to be processed. *

        *
      • *
      • *

        * FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values * for GameSessionArn and GameSessionRegion are available. *

        *
      • *
      • *

        * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement. *

        *
      • *
      • *

        * TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can * resubmit the placement request as needed. *

        *
      • *
      • *

        * FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons are the * game session terminated before the placement process was completed, or an unexpected internal error. *

        *
      • *
      * * @param status * Current status of the game session placement request.

      *
        *
      • *

        * PENDING -- The placement request is currently in the queue waiting to be processed. *

        *
      • *
      • *

        * FULFILLED -- A new game session and player sessions (if requested) have been successfully created. * Values for GameSessionArn and GameSessionRegion are available. *

        *
      • *
      • *

        * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement. *

        *
      • *
      • *

        * TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can * resubmit the placement request as needed. *

        *
      • *
      • *

        * FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons * are the game session terminated before the placement process was completed, or an unexpected internal * error. *

        *
      • * @return Returns a reference to this object so that method calls can be chained together. * @see GameSessionPlacementState */ public GameSessionPlacement withStatus(String status) { setStatus(status); return this; } /** *

        * Current status of the game session placement request. *

        *
          *
        • *

          * PENDING -- The placement request is currently in the queue waiting to be processed. *

          *
        • *
        • *

          * FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values * for GameSessionArn and GameSessionRegion are available. *

          *
        • *
        • *

          * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement. *

          *
        • *
        • *

          * TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can * resubmit the placement request as needed. *

          *
        • *
        • *

          * FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons are the * game session terminated before the placement process was completed, or an unexpected internal error. *

          *
        • *
        * * @param status * Current status of the game session placement request.

        *
          *
        • *

          * PENDING -- The placement request is currently in the queue waiting to be processed. *

          *
        • *
        • *

          * FULFILLED -- A new game session and player sessions (if requested) have been successfully created. * Values for GameSessionArn and GameSessionRegion are available. *

          *
        • *
        • *

          * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement. *

          *
        • *
        • *

          * TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can * resubmit the placement request as needed. *

          *
        • *
        • *

          * FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons * are the game session terminated before the placement process was completed, or an unexpected internal * error. *

          *
        • * @see GameSessionPlacementState */ public void setStatus(GameSessionPlacementState status) { withStatus(status); } /** *

          * Current status of the game session placement request. *

          *
            *
          • *

            * PENDING -- The placement request is currently in the queue waiting to be processed. *

            *
          • *
          • *

            * FULFILLED -- A new game session and player sessions (if requested) have been successfully created. Values * for GameSessionArn and GameSessionRegion are available. *

            *
          • *
          • *

            * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement. *

            *
          • *
          • *

            * TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can * resubmit the placement request as needed. *

            *
          • *
          • *

            * FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons are the * game session terminated before the placement process was completed, or an unexpected internal error. *

            *
          • *
          * * @param status * Current status of the game session placement request.

          *
            *
          • *

            * PENDING -- The placement request is currently in the queue waiting to be processed. *

            *
          • *
          • *

            * FULFILLED -- A new game session and player sessions (if requested) have been successfully created. * Values for GameSessionArn and GameSessionRegion are available. *

            *
          • *
          • *

            * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement. *

            *
          • *
          • *

            * TIMED_OUT -- A new game session was not successfully created before the time limit expired. You can * resubmit the placement request as needed. *

            *
          • *
          • *

            * FAILED -- GameLift is not able to complete the process of placing the game session. Common reasons * are the game session terminated before the placement process was completed, or an unexpected internal * error. *

            *
          • * @return Returns a reference to this object so that method calls can be chained together. * @see GameSessionPlacementState */ public GameSessionPlacement withStatus(GameSessionPlacementState status) { this.status = status.toString(); return this; } /** *

            * A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a * game server process in the GameSession object with a request to start a new game session (see Start a Game Session). *

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

            * A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a * game server process in the GameSession object with a request to start a new game session (see Start a Game Session). *

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

            * A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a * game server process in the GameSession object with a request to start a new game session (see Start a Game Session). *

            *

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

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

            * A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a * game server process in the GameSession object with a request to start a new game session (see Start a Game Session). *

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

            * The maximum number of players that can be connected simultaneously to the game session. *

            * * @param maximumPlayerSessionCount * The maximum number of players that can be connected simultaneously to the game session. */ public void setMaximumPlayerSessionCount(Integer maximumPlayerSessionCount) { this.maximumPlayerSessionCount = maximumPlayerSessionCount; } /** *

            * The maximum number of players that can be connected simultaneously to the game session. *

            * * @return The maximum number of players that can be connected simultaneously to the game session. */ public Integer getMaximumPlayerSessionCount() { return this.maximumPlayerSessionCount; } /** *

            * The maximum number of players that can be connected simultaneously to the game session. *

            * * @param maximumPlayerSessionCount * The maximum number of players that can be connected simultaneously to the game session. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionPlacement withMaximumPlayerSessionCount(Integer maximumPlayerSessionCount) { setMaximumPlayerSessionCount(maximumPlayerSessionCount); return this; } /** *

            * A descriptive label that is associated with a game session. Session names do not need to be unique. *

            * * @param gameSessionName * A descriptive label that is associated with a game session. Session names do not need to be unique. */ public void setGameSessionName(String gameSessionName) { this.gameSessionName = gameSessionName; } /** *

            * A descriptive label that is associated with a game session. Session names do not need to be unique. *

            * * @return A descriptive label that is associated with a game session. Session names do not need to be unique. */ public String getGameSessionName() { return this.gameSessionName; } /** *

            * A descriptive label that is associated with a game session. Session names do not need to be unique. *

            * * @param gameSessionName * A descriptive label that is associated with a game session. Session names do not need to be unique. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionPlacement withGameSessionName(String gameSessionName) { setGameSessionName(gameSessionName); return this; } /** *

            * A unique identifier for the game session. This value is set once the new game session is placed (placement status * is FULFILLED). *

            * * @param gameSessionId * A unique identifier for the game session. This value is set once the new game session is placed (placement * status is FULFILLED). */ public void setGameSessionId(String gameSessionId) { this.gameSessionId = gameSessionId; } /** *

            * A unique identifier for the game session. This value is set once the new game session is placed (placement status * is FULFILLED). *

            * * @return A unique identifier for the game session. This value is set once the new game session is placed * (placement status is FULFILLED). */ public String getGameSessionId() { return this.gameSessionId; } /** *

            * A unique identifier for the game session. This value is set once the new game session is placed (placement status * is FULFILLED). *

            * * @param gameSessionId * A unique identifier for the game session. This value is set once the new game session is placed (placement * status is FULFILLED). * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionPlacement withGameSessionId(String gameSessionId) { setGameSessionId(gameSessionId); return this; } /** *

            * Identifier for the game session created by this placement request. This value is set once the new game session is * placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use * this value as a GameSessionId value as needed. *

            * * @param gameSessionArn * Identifier for the game session created by this placement request. This value is set once the new game * session is placed (placement status is FULFILLED). This identifier is unique across all * Regions. You can use this value as a GameSessionId value as needed. */ public void setGameSessionArn(String gameSessionArn) { this.gameSessionArn = gameSessionArn; } /** *

            * Identifier for the game session created by this placement request. This value is set once the new game session is * placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use * this value as a GameSessionId value as needed. *

            * * @return Identifier for the game session created by this placement request. This value is set once the new game * session is placed (placement status is FULFILLED). This identifier is unique across all * Regions. You can use this value as a GameSessionId value as needed. */ public String getGameSessionArn() { return this.gameSessionArn; } /** *

            * Identifier for the game session created by this placement request. This value is set once the new game session is * placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use * this value as a GameSessionId value as needed. *

            * * @param gameSessionArn * Identifier for the game session created by this placement request. This value is set once the new game * session is placed (placement status is FULFILLED). This identifier is unique across all * Regions. You can use this value as a GameSessionId value as needed. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionPlacement withGameSessionArn(String gameSessionArn) { setGameSessionArn(gameSessionArn); return this; } /** *

            * Name of the Region where the game session created by this placement request is running. This value is set once * the new game session is placed (placement status is FULFILLED). *

            * * @param gameSessionRegion * Name of the Region where the game session created by this placement request is running. This value is set * once the new game session is placed (placement status is FULFILLED). */ public void setGameSessionRegion(String gameSessionRegion) { this.gameSessionRegion = gameSessionRegion; } /** *

            * Name of the Region where the game session created by this placement request is running. This value is set once * the new game session is placed (placement status is FULFILLED). *

            * * @return Name of the Region where the game session created by this placement request is running. This value is set * once the new game session is placed (placement status is FULFILLED). */ public String getGameSessionRegion() { return this.gameSessionRegion; } /** *

            * Name of the Region where the game session created by this placement request is running. This value is set once * the new game session is placed (placement status is FULFILLED). *

            * * @param gameSessionRegion * Name of the Region where the game session created by this placement request is running. This value is set * once the new game session is placed (placement status is FULFILLED). * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionPlacement withGameSessionRegion(String gameSessionRegion) { setGameSessionRegion(gameSessionRegion); return this; } /** *

            * A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when * connected to @aws; Regions. *

            * * @return A set of values, expressed in milliseconds, that indicates the amount of latency that a player * experiences when connected to @aws; Regions. */ public java.util.List getPlayerLatencies() { return playerLatencies; } /** *

            * A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when * connected to @aws; Regions. *

            * * @param playerLatencies * A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences * when connected to @aws; Regions. */ public void setPlayerLatencies(java.util.Collection playerLatencies) { if (playerLatencies == null) { this.playerLatencies = null; return; } this.playerLatencies = new java.util.ArrayList(playerLatencies); } /** *

            * A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when * connected to @aws; Regions. *

            *

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

            * * @param playerLatencies * A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences * when connected to @aws; Regions. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionPlacement withPlayerLatencies(PlayerLatency... playerLatencies) { if (this.playerLatencies == null) { setPlayerLatencies(new java.util.ArrayList(playerLatencies.length)); } for (PlayerLatency ele : playerLatencies) { this.playerLatencies.add(ele); } return this; } /** *

            * A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when * connected to @aws; Regions. *

            * * @param playerLatencies * A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences * when connected to @aws; Regions. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionPlacement withPlayerLatencies(java.util.Collection playerLatencies) { setPlayerLatencies(playerLatencies); return this; } /** *

            * Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as * milliseconds (for example "1469498468.057"). *

            * * @param startTime * Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time * as milliseconds (for example "1469498468.057"). */ public void setStartTime(java.util.Date startTime) { this.startTime = startTime; } /** *

            * Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as * milliseconds (for example "1469498468.057"). *

            * * @return Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix * time as milliseconds (for example "1469498468.057"). */ public java.util.Date getStartTime() { return this.startTime; } /** *

            * Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as * milliseconds (for example "1469498468.057"). *

            * * @param startTime * Time stamp indicating when this request was placed in the queue. 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 GameSessionPlacement withStartTime(java.util.Date startTime) { setStartTime(startTime); return this; } /** *

            * Time stamp indicating when this request was completed, canceled, or timed out. *

            * * @param endTime * Time stamp indicating when this request was completed, canceled, or timed out. */ public void setEndTime(java.util.Date endTime) { this.endTime = endTime; } /** *

            * Time stamp indicating when this request was completed, canceled, or timed out. *

            * * @return Time stamp indicating when this request was completed, canceled, or timed out. */ public java.util.Date getEndTime() { return this.endTime; } /** *

            * Time stamp indicating when this request was completed, canceled, or timed out. *

            * * @param endTime * Time stamp indicating when this request was completed, canceled, or timed out. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionPlacement withEndTime(java.util.Date endTime) { setEndTime(endTime); return this; } /** *

            * The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and * port number. This value is set once the new game session is placed (placement status is FULFILLED). *

            * * @param ipAddress * The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address * and port number. This value is set once the new game session is placed (placement status is * FULFILLED). */ public void setIpAddress(String ipAddress) { this.ipAddress = ipAddress; } /** *

            * The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and * port number. This value is set once the new game session is placed (placement status is FULFILLED). *

            * * @return The IP address of the game session. To connect to a GameLift game server, an app needs both the IP * address and port number. This value is set once the new game session is placed (placement status is * FULFILLED). */ public String getIpAddress() { return this.ipAddress; } /** *

            * The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and * port number. This value is set once the new game session is placed (placement status is FULFILLED). *

            * * @param ipAddress * The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address * and port number. This value is set once the new game session is placed (placement status is * FULFILLED). * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionPlacement withIpAddress(String ipAddress) { setIpAddress(ipAddress); return this; } /** *

            * The DNS identifier assigned to the instance that is running the game session. Values have the following format: *

            *
              *
            • *

              * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. *

              *
            • *
            • *

              * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.) *

              *
            • *
            *

            * When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP * address. *

            * * @param dnsName * The DNS identifier assigned to the instance that is running the game session. Values have the following * format:

            *
              *
            • *

              * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. *

              *
            • *
            • *

              * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.) *

              *
            • *
            *

            * When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address. */ public void setDnsName(String dnsName) { this.dnsName = dnsName; } /** *

            * The DNS identifier assigned to the instance that is running the game session. Values have the following format: *

            *
              *
            • *

              * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. *

              *
            • *
            • *

              * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.) *

              *
            • *
            *

            * When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP * address. *

            * * @return The DNS identifier assigned to the instance that is running the game session. Values have the following * format:

            *
              *
            • *

              * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. *

              *
            • *
            • *

              * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.) *

              *
            • *
            *

            * When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address. */ public String getDnsName() { return this.dnsName; } /** *

            * The DNS identifier assigned to the instance that is running the game session. Values have the following format: *

            *
              *
            • *

              * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. *

              *
            • *
            • *

              * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.) *

              *
            • *
            *

            * When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP * address. *

            * * @param dnsName * The DNS identifier assigned to the instance that is running the game session. Values have the following * format:

            *
              *
            • *

              * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. *

              *
            • *
            • *

              * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. (See Amazon EC2 Instance IP Addressing.) *

              *
            • *
            *

            * When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not * the IP address. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionPlacement withDnsName(String dnsName) { setDnsName(dnsName); return this; } /** *

            * The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and * port number. This value is set once the new game session is placed (placement status is FULFILLED). *

            * * @param port * The port number for the game session. To connect to a GameLift game server, an app needs both the IP * address and port number. This value is set once the new game session is placed (placement status is * FULFILLED). */ public void setPort(Integer port) { this.port = port; } /** *

            * The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and * port number. This value is set once the new game session is placed (placement status is FULFILLED). *

            * * @return The port number for the game session. To connect to a GameLift game server, an app needs both the IP * address and port number. This value is set once the new game session is placed (placement status is * FULFILLED). */ public Integer getPort() { return this.port; } /** *

            * The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and * port number. This value is set once the new game session is placed (placement status is FULFILLED). *

            * * @param port * The port number for the game session. To connect to a GameLift game server, an app needs both the IP * address and port number. This value is set once the new game session is placed (placement status is * FULFILLED). * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionPlacement withPort(Integer port) { setPort(port); return this; } /** *

            * A collection of information on player sessions created in response to the game session placement request. These * player sessions are created only once a new game session is successfully placed (placement status is * FULFILLED). This information includes the player ID (as provided in the placement request) and the * corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the * player session ID. *

            * * @return A collection of information on player sessions created in response to the game session placement request. * These player sessions are created only once a new game session is successfully placed (placement status * is FULFILLED). This information includes the player ID (as provided in the placement * request) and the corresponding player session ID. Retrieve full player sessions by calling * DescribePlayerSessions with the player session ID. */ public java.util.List getPlacedPlayerSessions() { return placedPlayerSessions; } /** *

            * A collection of information on player sessions created in response to the game session placement request. These * player sessions are created only once a new game session is successfully placed (placement status is * FULFILLED). This information includes the player ID (as provided in the placement request) and the * corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the * player session ID. *

            * * @param placedPlayerSessions * A collection of information on player sessions created in response to the game session placement request. * These player sessions are created only once a new game session is successfully placed (placement status is * FULFILLED). This information includes the player ID (as provided in the placement request) * and the corresponding player session ID. Retrieve full player sessions by calling * DescribePlayerSessions with the player session ID. */ public void setPlacedPlayerSessions(java.util.Collection placedPlayerSessions) { if (placedPlayerSessions == null) { this.placedPlayerSessions = null; return; } this.placedPlayerSessions = new java.util.ArrayList(placedPlayerSessions); } /** *

            * A collection of information on player sessions created in response to the game session placement request. These * player sessions are created only once a new game session is successfully placed (placement status is * FULFILLED). This information includes the player ID (as provided in the placement request) and the * corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the * player session ID. *

            *

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

            * * @param placedPlayerSessions * A collection of information on player sessions created in response to the game session placement request. * These player sessions are created only once a new game session is successfully placed (placement status is * FULFILLED). This information includes the player ID (as provided in the placement request) * and the corresponding player session ID. Retrieve full player sessions by calling * DescribePlayerSessions with the player session ID. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionPlacement withPlacedPlayerSessions(PlacedPlayerSession... placedPlayerSessions) { if (this.placedPlayerSessions == null) { setPlacedPlayerSessions(new java.util.ArrayList(placedPlayerSessions.length)); } for (PlacedPlayerSession ele : placedPlayerSessions) { this.placedPlayerSessions.add(ele); } return this; } /** *

            * A collection of information on player sessions created in response to the game session placement request. These * player sessions are created only once a new game session is successfully placed (placement status is * FULFILLED). This information includes the player ID (as provided in the placement request) and the * corresponding player session ID. Retrieve full player sessions by calling DescribePlayerSessions with the * player session ID. *

            * * @param placedPlayerSessions * A collection of information on player sessions created in response to the game session placement request. * These player sessions are created only once a new game session is successfully placed (placement status is * FULFILLED). This information includes the player ID (as provided in the placement request) * and the corresponding player session ID. Retrieve full player sessions by calling * DescribePlayerSessions with the player session ID. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionPlacement withPlacedPlayerSessions(java.util.Collection placedPlayerSessions) { setPlacedPlayerSessions(placedPlayerSessions); return this; } /** *

            * A set of custom game session properties, formatted as a single string value. This data is passed to a game server * process in the GameSession object with a request to start a new game session (see Start a Game Session). *

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

            * A set of custom game session properties, formatted as a single string value. This data is passed to a game server * process in the GameSession object with a request to start a new game session (see Start a Game Session). *

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

            * A set of custom game session properties, formatted as a single string value. This data is passed to a game server * process in the GameSession object with a request to start a new game session (see Start a Game Session). *

            * * @param gameSessionData * A set of custom game session properties, formatted as a single string value. This data is passed to a game * server process in the GameSession object with a request to start a new game session (see Start a Game Session). * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionPlacement withGameSessionData(String gameSessionData) { setGameSessionData(gameSessionData); return this; } /** *

            * Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It * identifies the matchmaking configuration used to create the match, and contains data on all players assigned to * the match, including player attributes and team assignments. For more details on matchmaker data, see Match * Data. *

            * * @param matchmakerData * Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It * identifies the matchmaking configuration used to create the match, and contains data on all players * assigned to the match, including player attributes and team assignments. For more details on matchmaker * data, see Match Data. */ public void setMatchmakerData(String matchmakerData) { this.matchmakerData = matchmakerData; } /** *

            * Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It * identifies the matchmaking configuration used to create the match, and contains data on all players assigned to * the match, including player attributes and team assignments. For more details on matchmaker data, see Match * Data. *

            * * @return Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It * identifies the matchmaking configuration used to create the match, and contains data on all players * assigned to the match, including player attributes and team assignments. For more details on matchmaker * data, see Match Data. */ public String getMatchmakerData() { return this.matchmakerData; } /** *

            * Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It * identifies the matchmaking configuration used to create the match, and contains data on all players assigned to * the match, including player attributes and team assignments. For more details on matchmaker data, see Match * Data. *

            * * @param matchmakerData * Information on the matchmaking process for this game. Data is in JSON syntax, formatted as a string. It * identifies the matchmaking configuration used to create the match, and contains data on all players * assigned to the match, including player attributes and team assignments. For more details on matchmaker * data, see Match Data. * @return Returns a reference to this object so that method calls can be chained together. */ public GameSessionPlacement withMatchmakerData(String matchmakerData) { setMatchmakerData(matchmakerData); 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 (getPlacementId() != null) sb.append("PlacementId: ").append(getPlacementId()).append(","); if (getGameSessionQueueName() != null) sb.append("GameSessionQueueName: ").append(getGameSessionQueueName()).append(","); if (getStatus() != null) sb.append("Status: ").append(getStatus()).append(","); if (getGameProperties() != null) sb.append("GameProperties: ").append(getGameProperties()).append(","); if (getMaximumPlayerSessionCount() != null) sb.append("MaximumPlayerSessionCount: ").append(getMaximumPlayerSessionCount()).append(","); if (getGameSessionName() != null) sb.append("GameSessionName: ").append(getGameSessionName()).append(","); if (getGameSessionId() != null) sb.append("GameSessionId: ").append(getGameSessionId()).append(","); if (getGameSessionArn() != null) sb.append("GameSessionArn: ").append(getGameSessionArn()).append(","); if (getGameSessionRegion() != null) sb.append("GameSessionRegion: ").append(getGameSessionRegion()).append(","); if (getPlayerLatencies() != null) sb.append("PlayerLatencies: ").append(getPlayerLatencies()).append(","); if (getStartTime() != null) sb.append("StartTime: ").append(getStartTime()).append(","); if (getEndTime() != null) sb.append("EndTime: ").append(getEndTime()).append(","); if (getIpAddress() != null) sb.append("IpAddress: ").append(getIpAddress()).append(","); if (getDnsName() != null) sb.append("DnsName: ").append(getDnsName()).append(","); if (getPort() != null) sb.append("Port: ").append(getPort()).append(","); if (getPlacedPlayerSessions() != null) sb.append("PlacedPlayerSessions: ").append(getPlacedPlayerSessions()).append(","); if (getGameSessionData() != null) sb.append("GameSessionData: ").append(getGameSessionData()).append(","); if (getMatchmakerData() != null) sb.append("MatchmakerData: ").append(getMatchmakerData()); sb.append("}"); return sb.toString(); } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj == null) return false; if (obj instanceof GameSessionPlacement == false) return false; GameSessionPlacement other = (GameSessionPlacement) obj; if (other.getPlacementId() == null ^ this.getPlacementId() == null) return false; if (other.getPlacementId() != null && other.getPlacementId().equals(this.getPlacementId()) == false) return false; if (other.getGameSessionQueueName() == null ^ this.getGameSessionQueueName() == null) return false; if (other.getGameSessionQueueName() != null && other.getGameSessionQueueName().equals(this.getGameSessionQueueName()) == false) return false; if (other.getStatus() == null ^ this.getStatus() == null) return false; if (other.getStatus() != null && other.getStatus().equals(this.getStatus()) == false) return false; if (other.getGameProperties() == null ^ this.getGameProperties() == null) return false; if (other.getGameProperties() != null && other.getGameProperties().equals(this.getGameProperties()) == false) return false; if (other.getMaximumPlayerSessionCount() == null ^ this.getMaximumPlayerSessionCount() == null) return false; if (other.getMaximumPlayerSessionCount() != null && other.getMaximumPlayerSessionCount().equals(this.getMaximumPlayerSessionCount()) == false) return false; if (other.getGameSessionName() == null ^ this.getGameSessionName() == null) return false; if (other.getGameSessionName() != null && other.getGameSessionName().equals(this.getGameSessionName()) == false) return false; if (other.getGameSessionId() == null ^ this.getGameSessionId() == null) return false; if (other.getGameSessionId() != null && other.getGameSessionId().equals(this.getGameSessionId()) == false) return false; if (other.getGameSessionArn() == null ^ this.getGameSessionArn() == null) return false; if (other.getGameSessionArn() != null && other.getGameSessionArn().equals(this.getGameSessionArn()) == false) return false; if (other.getGameSessionRegion() == null ^ this.getGameSessionRegion() == null) return false; if (other.getGameSessionRegion() != null && other.getGameSessionRegion().equals(this.getGameSessionRegion()) == false) return false; if (other.getPlayerLatencies() == null ^ this.getPlayerLatencies() == null) return false; if (other.getPlayerLatencies() != null && other.getPlayerLatencies().equals(this.getPlayerLatencies()) == false) return false; if (other.getStartTime() == null ^ this.getStartTime() == null) return false; if (other.getStartTime() != null && other.getStartTime().equals(this.getStartTime()) == false) return false; if (other.getEndTime() == null ^ this.getEndTime() == null) return false; if (other.getEndTime() != null && other.getEndTime().equals(this.getEndTime()) == false) return false; if (other.getIpAddress() == null ^ this.getIpAddress() == null) return false; if (other.getIpAddress() != null && other.getIpAddress().equals(this.getIpAddress()) == false) return false; if (other.getDnsName() == null ^ this.getDnsName() == null) return false; if (other.getDnsName() != null && other.getDnsName().equals(this.getDnsName()) == false) return false; if (other.getPort() == null ^ this.getPort() == null) return false; if (other.getPort() != null && other.getPort().equals(this.getPort()) == false) return false; if (other.getPlacedPlayerSessions() == null ^ this.getPlacedPlayerSessions() == null) return false; if (other.getPlacedPlayerSessions() != null && other.getPlacedPlayerSessions().equals(this.getPlacedPlayerSessions()) == false) return false; if (other.getGameSessionData() == null ^ this.getGameSessionData() == null) return false; if (other.getGameSessionData() != null && other.getGameSessionData().equals(this.getGameSessionData()) == false) return false; if (other.getMatchmakerData() == null ^ this.getMatchmakerData() == null) return false; if (other.getMatchmakerData() != null && other.getMatchmakerData().equals(this.getMatchmakerData()) == false) return false; return true; } @Override public int hashCode() { final int prime = 31; int hashCode = 1; hashCode = prime * hashCode + ((getPlacementId() == null) ? 0 : getPlacementId().hashCode()); hashCode = prime * hashCode + ((getGameSessionQueueName() == null) ? 0 : getGameSessionQueueName().hashCode()); hashCode = prime * hashCode + ((getStatus() == null) ? 0 : getStatus().hashCode()); hashCode = prime * hashCode + ((getGameProperties() == null) ? 0 : getGameProperties().hashCode()); hashCode = prime * hashCode + ((getMaximumPlayerSessionCount() == null) ? 0 : getMaximumPlayerSessionCount().hashCode()); hashCode = prime * hashCode + ((getGameSessionName() == null) ? 0 : getGameSessionName().hashCode()); hashCode = prime * hashCode + ((getGameSessionId() == null) ? 0 : getGameSessionId().hashCode()); hashCode = prime * hashCode + ((getGameSessionArn() == null) ? 0 : getGameSessionArn().hashCode()); hashCode = prime * hashCode + ((getGameSessionRegion() == null) ? 0 : getGameSessionRegion().hashCode()); hashCode = prime * hashCode + ((getPlayerLatencies() == null) ? 0 : getPlayerLatencies().hashCode()); hashCode = prime * hashCode + ((getStartTime() == null) ? 0 : getStartTime().hashCode()); hashCode = prime * hashCode + ((getEndTime() == null) ? 0 : getEndTime().hashCode()); hashCode = prime * hashCode + ((getIpAddress() == null) ? 0 : getIpAddress().hashCode()); hashCode = prime * hashCode + ((getDnsName() == null) ? 0 : getDnsName().hashCode()); hashCode = prime * hashCode + ((getPort() == null) ? 0 : getPort().hashCode()); hashCode = prime * hashCode + ((getPlacedPlayerSessions() == null) ? 0 : getPlacedPlayerSessions().hashCode()); hashCode = prime * hashCode + ((getGameSessionData() == null) ? 0 : getGameSessionData().hashCode()); hashCode = prime * hashCode + ((getMatchmakerData() == null) ? 0 : getMatchmakerData().hashCode()); return hashCode; } @Override public GameSessionPlacement clone() { try { return (GameSessionPlacement) 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.GameSessionPlacementMarshaller.getInstance().marshall(this, protocolMarshaller); } }




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