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The AWS Java SDK for AWS GameLift module holds the client classes that are used for communicating with AWS GameLift service.

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/*
 * Copyright 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.AmazonWebServiceRequest;

/**
 * 

* Represents the input for a request operation. *

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

* A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon Web Services will * generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve * match results. *

*/ private String ticketId; /** *

* Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN * of the matchmaker that was used with the original game session is listed in the GameSession object, * MatchmakerData property. *

*/ private String configurationName; /** *

* A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone * matchmaking solution, this parameter is not needed. *

*/ private String gameSessionArn; /** *

* Match information on all players that are currently assigned to the game session. This information is used by the * matchmaker to find new players and add them to the existing game. *

*
    *
  • *

    * PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, * MatchmakerData property, for all players who are currently assigned to the game session. The * matchmaker data is in JSON syntax, formatted as a string. For more details, see Match * Data. *

    *

    * The backfill request must specify the team membership for every player. Do not specify team if you are not using * backfill. *

    *
  • *
  • *

    * LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region * that the game session is currently in. Do not include latency values for any other Region. *

    *
  • *
*/ private java.util.List players; /** *

* A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon Web Services will * generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve * match results. *

* * @param ticketId * A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon Web Services will * generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and * retrieve match results. */ public void setTicketId(String ticketId) { this.ticketId = ticketId; } /** *

* A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon Web Services will * generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve * match results. *

* * @return A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon Web Services will * generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and * retrieve match results. */ public String getTicketId() { return this.ticketId; } /** *

* A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon Web Services will * generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve * match results. *

* * @param ticketId * A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon Web Services will * generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and * retrieve match results. * @return Returns a reference to this object so that method calls can be chained together. */ public StartMatchBackfillRequest withTicketId(String ticketId) { setTicketId(ticketId); return this; } /** *

* Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN * of the matchmaker that was used with the original game session is listed in the GameSession object, * MatchmakerData property. *

* * @param configurationName * Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. * The ARN of the matchmaker that was used with the original game session is listed in the GameSession * object, MatchmakerData property. */ public void setConfigurationName(String configurationName) { this.configurationName = configurationName; } /** *

* Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN * of the matchmaker that was used with the original game session is listed in the GameSession object, * MatchmakerData property. *

* * @return Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. * The ARN of the matchmaker that was used with the original game session is listed in the * GameSession object, MatchmakerData property. */ public String getConfigurationName() { return this.configurationName; } /** *

* Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN * of the matchmaker that was used with the original game session is listed in the GameSession object, * MatchmakerData property. *

* * @param configurationName * Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. * The ARN of the matchmaker that was used with the original game session is listed in the GameSession * object, MatchmakerData property. * @return Returns a reference to this object so that method calls can be chained together. */ public StartMatchBackfillRequest withConfigurationName(String configurationName) { setConfigurationName(configurationName); return this; } /** *

* A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone * matchmaking solution, this parameter is not needed. *

* * @param gameSessionArn * A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone * matchmaking solution, this parameter is not needed. */ public void setGameSessionArn(String gameSessionArn) { this.gameSessionArn = gameSessionArn; } /** *

* A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone * matchmaking solution, this parameter is not needed. *

* * @return A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone * matchmaking solution, this parameter is not needed. */ public String getGameSessionArn() { return this.gameSessionArn; } /** *

* A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone * matchmaking solution, this parameter is not needed. *

* * @param gameSessionArn * A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone * matchmaking solution, this parameter is not needed. * @return Returns a reference to this object so that method calls can be chained together. */ public StartMatchBackfillRequest withGameSessionArn(String gameSessionArn) { setGameSessionArn(gameSessionArn); return this; } /** *

* Match information on all players that are currently assigned to the game session. This information is used by the * matchmaker to find new players and add them to the existing game. *

*
    *
  • *

    * PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, * MatchmakerData property, for all players who are currently assigned to the game session. The * matchmaker data is in JSON syntax, formatted as a string. For more details, see Match * Data. *

    *

    * The backfill request must specify the team membership for every player. Do not specify team if you are not using * backfill. *

    *
  • *
  • *

    * LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region * that the game session is currently in. Do not include latency values for any other Region. *

    *
  • *
* * @return Match information on all players that are currently assigned to the game session. This information is * used by the matchmaker to find new players and add them to the existing game.

*
    *
  • *

    * PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, * MatchmakerData property, for all players who are currently assigned to the game session. The * matchmaker data is in JSON syntax, formatted as a string. For more details, see * Match Data. *

    *

    * The backfill request must specify the team membership for every player. Do not specify team if you are * not using backfill. *

    *
  • *
  • *

    * LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the * Region that the game session is currently in. Do not include latency values for any other Region. *

    *
  • */ public java.util.List getPlayers() { return players; } /** *

    * Match information on all players that are currently assigned to the game session. This information is used by the * matchmaker to find new players and add them to the existing game. *

    *
      *
    • *

      * PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, * MatchmakerData property, for all players who are currently assigned to the game session. The * matchmaker data is in JSON syntax, formatted as a string. For more details, see Match * Data. *

      *

      * The backfill request must specify the team membership for every player. Do not specify team if you are not using * backfill. *

      *
    • *
    • *

      * LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region * that the game session is currently in. Do not include latency values for any other Region. *

      *
    • *
    * * @param players * Match information on all players that are currently assigned to the game session. This information is used * by the matchmaker to find new players and add them to the existing game.

    *
      *
    • *

      * PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, * MatchmakerData property, for all players who are currently assigned to the game session. The * matchmaker data is in JSON syntax, formatted as a string. For more details, see * Match Data. *

      *

      * The backfill request must specify the team membership for every player. Do not specify team if you are not * using backfill. *

      *
    • *
    • *

      * LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the * Region that the game session is currently in. Do not include latency values for any other Region. *

      *
    • */ public void setPlayers(java.util.Collection players) { if (players == null) { this.players = null; return; } this.players = new java.util.ArrayList(players); } /** *

      * Match information on all players that are currently assigned to the game session. This information is used by the * matchmaker to find new players and add them to the existing game. *

      *
        *
      • *

        * PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, * MatchmakerData property, for all players who are currently assigned to the game session. The * matchmaker data is in JSON syntax, formatted as a string. For more details, see Match * Data. *

        *

        * The backfill request must specify the team membership for every player. Do not specify team if you are not using * backfill. *

        *
      • *
      • *

        * LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region * that the game session is currently in. Do not include latency values for any other Region. *

        *
      • *
      *

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

      * * @param players * Match information on all players that are currently assigned to the game session. This information is used * by the matchmaker to find new players and add them to the existing game.

      *
        *
      • *

        * PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, * MatchmakerData property, for all players who are currently assigned to the game session. The * matchmaker data is in JSON syntax, formatted as a string. For more details, see * Match Data. *

        *

        * The backfill request must specify the team membership for every player. Do not specify team if you are not * using backfill. *

        *
      • *
      • *

        * LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the * Region that the game session is currently in. Do not include latency values for any other Region. *

        *
      • * @return Returns a reference to this object so that method calls can be chained together. */ public StartMatchBackfillRequest withPlayers(Player... players) { if (this.players == null) { setPlayers(new java.util.ArrayList(players.length)); } for (Player ele : players) { this.players.add(ele); } return this; } /** *

        * Match information on all players that are currently assigned to the game session. This information is used by the * matchmaker to find new players and add them to the existing game. *

        *
          *
        • *

          * PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, * MatchmakerData property, for all players who are currently assigned to the game session. The * matchmaker data is in JSON syntax, formatted as a string. For more details, see Match * Data. *

          *

          * The backfill request must specify the team membership for every player. Do not specify team if you are not using * backfill. *

          *
        • *
        • *

          * LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the Region * that the game session is currently in. Do not include latency values for any other Region. *

          *
        • *
        * * @param players * Match information on all players that are currently assigned to the game session. This information is used * by the matchmaker to find new players and add them to the existing game.

        *
          *
        • *

          * PlayerID, PlayerAttributes, Team -- This information is maintained in the GameSession object, * MatchmakerData property, for all players who are currently assigned to the game session. The * matchmaker data is in JSON syntax, formatted as a string. For more details, see * Match Data. *

          *

          * The backfill request must specify the team membership for every player. Do not specify team if you are not * using backfill. *

          *
        • *
        • *

          * LatencyInMs -- If the matchmaker uses player latency, include a latency value, in milliseconds, for the * Region that the game session is currently in. Do not include latency values for any other Region. *

          *
        • * @return Returns a reference to this object so that method calls can be chained together. */ public StartMatchBackfillRequest withPlayers(java.util.Collection players) { setPlayers(players); 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 (getTicketId() != null) sb.append("TicketId: ").append(getTicketId()).append(","); if (getConfigurationName() != null) sb.append("ConfigurationName: ").append(getConfigurationName()).append(","); if (getGameSessionArn() != null) sb.append("GameSessionArn: ").append(getGameSessionArn()).append(","); if (getPlayers() != null) sb.append("Players: ").append(getPlayers()); sb.append("}"); return sb.toString(); } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj == null) return false; if (obj instanceof StartMatchBackfillRequest == false) return false; StartMatchBackfillRequest other = (StartMatchBackfillRequest) obj; if (other.getTicketId() == null ^ this.getTicketId() == null) return false; if (other.getTicketId() != null && other.getTicketId().equals(this.getTicketId()) == false) return false; if (other.getConfigurationName() == null ^ this.getConfigurationName() == null) return false; if (other.getConfigurationName() != null && other.getConfigurationName().equals(this.getConfigurationName()) == 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.getPlayers() == null ^ this.getPlayers() == null) return false; if (other.getPlayers() != null && other.getPlayers().equals(this.getPlayers()) == false) return false; return true; } @Override public int hashCode() { final int prime = 31; int hashCode = 1; hashCode = prime * hashCode + ((getTicketId() == null) ? 0 : getTicketId().hashCode()); hashCode = prime * hashCode + ((getConfigurationName() == null) ? 0 : getConfigurationName().hashCode()); hashCode = prime * hashCode + ((getGameSessionArn() == null) ? 0 : getGameSessionArn().hashCode()); hashCode = prime * hashCode + ((getPlayers() == null) ? 0 : getPlayers().hashCode()); return hashCode; } @Override public StartMatchBackfillRequest clone() { return (StartMatchBackfillRequest) super.clone(); } }




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