com.amazonaws.services.gamelift.model.CreateGameSessionQueueRequest Maven / Gradle / Ivy
Show all versions of aws-java-sdk-gamelift Show documentation
/*
* 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 CreateGameSessionQueueRequest extends com.amazonaws.AmazonWebServiceRequest implements Serializable, Cloneable {
/**
*
* A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
*
*/
private String name;
/**
*
* The maximum time, in seconds, that a new game session placement request remains in the queue. When a request
* exceeds this time, the game session placement changes to a TIMED_OUT
status.
*
*/
private Integer timeoutInSeconds;
/**
*
* A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most
* players in a game session. These policies ensure that no individual player can be placed into a game with
* unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time.
* Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
*
*/
private java.util.List playerLatencyPolicies;
/**
*
* A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue.
* Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement
* preference.
*
*/
private java.util.List destinations;
/**
*
* A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of
* Amazon Web Services Region codes, such as us-west-2
. If this parameter is not set, game sessions can
* be placed in any queue location.
*
*/
private FilterConfiguration filterConfiguration;
/**
*
* Custom settings to use when prioritizing destinations and locations for game session placements. This
* configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named
* will be automatically applied at the end of the prioritization process.
*
*/
private PriorityConfiguration priorityConfiguration;
/**
*
* Information to be added to all events that are related to this game session queue.
*
*/
private String customEventData;
/**
*
* An SNS topic ARN that is set up to receive game session placement notifications. See Setting up
* notifications for game session placement.
*
*/
private String notificationTarget;
/**
*
* A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs.
* Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation.
* For more information, see Tagging
* Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is
* created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and
* view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for
* actual tagging limits.
*
*/
private java.util.List tags;
/**
*
* A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
*
*
* @param name
* A descriptive label that is associated with game session queue. Queue names must be unique within each
* Region.
*/
public void setName(String name) {
this.name = name;
}
/**
*
* 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 getName() {
return this.name;
}
/**
*
* A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
*
*
* @param name
* 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 CreateGameSessionQueueRequest withName(String name) {
setName(name);
return this;
}
/**
*
* The maximum time, in seconds, that a new game session placement request remains in the queue. When a request
* exceeds this time, the game session placement changes to a TIMED_OUT
status.
*
*
* @param timeoutInSeconds
* The maximum time, in seconds, that a new game session placement request remains in the queue. When a
* request exceeds this time, the game session placement changes to a TIMED_OUT
status.
*/
public void setTimeoutInSeconds(Integer timeoutInSeconds) {
this.timeoutInSeconds = timeoutInSeconds;
}
/**
*
* The maximum time, in seconds, that a new game session placement request remains in the queue. When a request
* exceeds this time, the game session placement changes to a TIMED_OUT
status.
*
*
* @return The maximum time, in seconds, that a new game session placement request remains in the queue. When a
* request exceeds this time, the game session placement changes to a TIMED_OUT
status.
*/
public Integer getTimeoutInSeconds() {
return this.timeoutInSeconds;
}
/**
*
* The maximum time, in seconds, that a new game session placement request remains in the queue. When a request
* exceeds this time, the game session placement changes to a TIMED_OUT
status.
*
*
* @param timeoutInSeconds
* The maximum time, in seconds, that a new game session placement request remains in the queue. When a
* request exceeds this time, the game session placement changes to a TIMED_OUT
status.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateGameSessionQueueRequest withTimeoutInSeconds(Integer timeoutInSeconds) {
setTimeoutInSeconds(timeoutInSeconds);
return this;
}
/**
*
* A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most
* players in a game session. These policies ensure that no individual player can be placed into a game with
* unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time.
* Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
*
*
* @return A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for
* most players in a game session. These policies ensure that no individual player can be placed into a game
* with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a
* time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest
* value.
*/
public java.util.List getPlayerLatencyPolicies() {
return playerLatencyPolicies;
}
/**
*
* A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most
* players in a game session. These policies ensure that no individual player can be placed into a game with
* unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time.
* Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
*
*
* @param playerLatencyPolicies
* A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for
* most players in a game session. These policies ensure that no individual player can be placed into a game
* with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a
* time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest
* value.
*/
public void setPlayerLatencyPolicies(java.util.Collection playerLatencyPolicies) {
if (playerLatencyPolicies == null) {
this.playerLatencyPolicies = null;
return;
}
this.playerLatencyPolicies = new java.util.ArrayList(playerLatencyPolicies);
}
/**
*
* A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most
* players in a game session. These policies ensure that no individual player can be placed into a game with
* unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time.
* Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
*
*
* NOTE: This method appends the values to the existing list (if any). Use
* {@link #setPlayerLatencyPolicies(java.util.Collection)} or
* {@link #withPlayerLatencyPolicies(java.util.Collection)} if you want to override the existing values.
*
*
* @param playerLatencyPolicies
* A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for
* most players in a game session. These policies ensure that no individual player can be placed into a game
* with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a
* time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest
* value.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateGameSessionQueueRequest withPlayerLatencyPolicies(PlayerLatencyPolicy... playerLatencyPolicies) {
if (this.playerLatencyPolicies == null) {
setPlayerLatencyPolicies(new java.util.ArrayList(playerLatencyPolicies.length));
}
for (PlayerLatencyPolicy ele : playerLatencyPolicies) {
this.playerLatencyPolicies.add(ele);
}
return this;
}
/**
*
* A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most
* players in a game session. These policies ensure that no individual player can be placed into a game with
* unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time.
* Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.
*
*
* @param playerLatencyPolicies
* A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for
* most players in a game session. These policies ensure that no individual player can be placed into a game
* with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a
* time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest
* value.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateGameSessionQueueRequest withPlayerLatencyPolicies(java.util.Collection playerLatencyPolicies) {
setPlayerLatencyPolicies(playerLatencyPolicies);
return this;
}
/**
*
* A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue.
* Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement
* preference.
*
*
* @return A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the
* queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of
* placement preference.
*/
public java.util.List getDestinations() {
return destinations;
}
/**
*
* A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue.
* Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement
* preference.
*
*
* @param destinations
* A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the
* queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of
* placement preference.
*/
public void setDestinations(java.util.Collection destinations) {
if (destinations == null) {
this.destinations = null;
return;
}
this.destinations = new java.util.ArrayList(destinations);
}
/**
*
* A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue.
* Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement
* preference.
*
*
* NOTE: This method appends the values to the existing list (if any). Use
* {@link #setDestinations(java.util.Collection)} or {@link #withDestinations(java.util.Collection)} if you want to
* override the existing values.
*
*
* @param destinations
* A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the
* queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of
* placement preference.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateGameSessionQueueRequest withDestinations(GameSessionQueueDestination... destinations) {
if (this.destinations == null) {
setDestinations(new java.util.ArrayList(destinations.length));
}
for (GameSessionQueueDestination ele : destinations) {
this.destinations.add(ele);
}
return this;
}
/**
*
* A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue.
* Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement
* preference.
*
*
* @param destinations
* A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the
* queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of
* placement preference.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateGameSessionQueueRequest withDestinations(java.util.Collection destinations) {
setDestinations(destinations);
return this;
}
/**
*
* A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of
* Amazon Web Services Region codes, such as us-west-2
. If this parameter is not set, game sessions can
* be placed in any queue location.
*
*
* @param filterConfiguration
* A list of locations where a queue is allowed to place new game sessions. Locations are specified in the
* form of Amazon Web Services Region codes, such as us-west-2
. If this parameter is not set,
* game sessions can be placed in any queue location.
*/
public void setFilterConfiguration(FilterConfiguration filterConfiguration) {
this.filterConfiguration = filterConfiguration;
}
/**
*
* A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of
* Amazon Web Services Region codes, such as us-west-2
. If this parameter is not set, game sessions can
* be placed in any queue location.
*
*
* @return A list of locations where a queue is allowed to place new game sessions. Locations are specified in the
* form of Amazon Web Services Region codes, such as us-west-2
. If this parameter is not set,
* game sessions can be placed in any queue location.
*/
public FilterConfiguration getFilterConfiguration() {
return this.filterConfiguration;
}
/**
*
* A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of
* Amazon Web Services Region codes, such as us-west-2
. If this parameter is not set, game sessions can
* be placed in any queue location.
*
*
* @param filterConfiguration
* A list of locations where a queue is allowed to place new game sessions. Locations are specified in the
* form of Amazon Web Services Region codes, such as us-west-2
. If this parameter is not set,
* game sessions can be placed in any queue location.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateGameSessionQueueRequest withFilterConfiguration(FilterConfiguration filterConfiguration) {
setFilterConfiguration(filterConfiguration);
return this;
}
/**
*
* Custom settings to use when prioritizing destinations and locations for game session placements. This
* configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named
* will be automatically applied at the end of the prioritization process.
*
*
* @param priorityConfiguration
* Custom settings to use when prioritizing destinations and locations for game session placements. This
* configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly
* named will be automatically applied at the end of the prioritization process.
*/
public void setPriorityConfiguration(PriorityConfiguration priorityConfiguration) {
this.priorityConfiguration = priorityConfiguration;
}
/**
*
* Custom settings to use when prioritizing destinations and locations for game session placements. This
* configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named
* will be automatically applied at the end of the prioritization process.
*
*
* @return Custom settings to use when prioritizing destinations and locations for game session placements. This
* configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly
* named will be automatically applied at the end of the prioritization process.
*/
public PriorityConfiguration getPriorityConfiguration() {
return this.priorityConfiguration;
}
/**
*
* Custom settings to use when prioritizing destinations and locations for game session placements. This
* configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named
* will be automatically applied at the end of the prioritization process.
*
*
* @param priorityConfiguration
* Custom settings to use when prioritizing destinations and locations for game session placements. This
* configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly
* named will be automatically applied at the end of the prioritization process.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateGameSessionQueueRequest withPriorityConfiguration(PriorityConfiguration priorityConfiguration) {
setPriorityConfiguration(priorityConfiguration);
return this;
}
/**
*
* Information to be added to all events that are related to this game session queue.
*
*
* @param customEventData
* Information to be added to all events that are related to this game session queue.
*/
public void setCustomEventData(String customEventData) {
this.customEventData = customEventData;
}
/**
*
* Information to be added to all events that are related to this game session queue.
*
*
* @return Information to be added to all events that are related to this game session queue.
*/
public String getCustomEventData() {
return this.customEventData;
}
/**
*
* Information to be added to all events that are related to this game session queue.
*
*
* @param customEventData
* Information to be added to all events that are related to this game session queue.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateGameSessionQueueRequest withCustomEventData(String customEventData) {
setCustomEventData(customEventData);
return this;
}
/**
*
* An SNS topic ARN that is set up to receive game session placement notifications. See Setting up
* notifications for game session placement.
*
*
* @param notificationTarget
* An SNS topic ARN that is set up to receive game session placement notifications. See Setting up
* notifications for game session placement.
*/
public void setNotificationTarget(String notificationTarget) {
this.notificationTarget = notificationTarget;
}
/**
*
* An SNS topic ARN that is set up to receive game session placement notifications. See Setting up
* notifications for game session placement.
*
*
* @return An SNS topic ARN that is set up to receive game session placement notifications. See Setting up
* notifications for game session placement.
*/
public String getNotificationTarget() {
return this.notificationTarget;
}
/**
*
* An SNS topic ARN that is set up to receive game session placement notifications. See Setting up
* notifications for game session placement.
*
*
* @param notificationTarget
* An SNS topic ARN that is set up to receive game session placement notifications. See Setting up
* notifications for game session placement.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateGameSessionQueueRequest withNotificationTarget(String notificationTarget) {
setNotificationTarget(notificationTarget);
return this;
}
/**
*
* A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs.
* Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation.
* For more information, see Tagging
* Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is
* created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and
* view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for
* actual tagging limits.
*
*
* @return A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value
* pairs. Tagging Amazon Web Services resources are useful for resource management, access management and
* cost allocation. For more information, see Tagging Amazon Web Services
* Resources in the Amazon Web Services General Reference. Once the resource is created, you can
* use TagResource, UntagResource, and ListTagsForResource to add, remove, and view
* tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for
* actual tagging limits.
*/
public java.util.List getTags() {
return tags;
}
/**
*
* A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs.
* Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation.
* For more information, see Tagging
* Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is
* created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and
* view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for
* actual tagging limits.
*
*
* @param tags
* A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value
* pairs. Tagging Amazon Web Services resources are useful for resource management, access management and
* cost allocation. For more information, see Tagging Amazon Web Services
* Resources in the Amazon Web Services General Reference. Once the resource is created, you can
* use TagResource, UntagResource, and ListTagsForResource to add, remove, and view
* tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for
* actual tagging limits.
*/
public void setTags(java.util.Collection tags) {
if (tags == null) {
this.tags = null;
return;
}
this.tags = new java.util.ArrayList(tags);
}
/**
*
* A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs.
* Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation.
* For more information, see Tagging
* Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is
* created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and
* view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for
* actual tagging limits.
*
*
* NOTE: This method appends the values to the existing list (if any). Use
* {@link #setTags(java.util.Collection)} or {@link #withTags(java.util.Collection)} if you want to override the
* existing values.
*
*
* @param tags
* A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value
* pairs. Tagging Amazon Web Services resources are useful for resource management, access management and
* cost allocation. For more information, see Tagging Amazon Web Services
* Resources in the Amazon Web Services General Reference. Once the resource is created, you can
* use TagResource, UntagResource, and ListTagsForResource to add, remove, and view
* tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for
* actual tagging limits.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateGameSessionQueueRequest withTags(Tag... tags) {
if (this.tags == null) {
setTags(new java.util.ArrayList(tags.length));
}
for (Tag ele : tags) {
this.tags.add(ele);
}
return this;
}
/**
*
* A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs.
* Tagging Amazon Web Services resources are useful for resource management, access management and cost allocation.
* For more information, see Tagging
* Amazon Web Services Resources in the Amazon Web Services General Reference. Once the resource is
* created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and
* view tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for
* actual tagging limits.
*
*
* @param tags
* A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value
* pairs. Tagging Amazon Web Services resources are useful for resource management, access management and
* cost allocation. For more information, see Tagging Amazon Web Services
* Resources in the Amazon Web Services General Reference. Once the resource is created, you can
* use TagResource, UntagResource, and ListTagsForResource to add, remove, and view
* tags. The maximum tag limit may be lower than stated. See the Amazon Web Services General Reference for
* actual tagging limits.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public CreateGameSessionQueueRequest withTags(java.util.Collection tags) {
setTags(tags);
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 (getName() != null)
sb.append("Name: ").append(getName()).append(",");
if (getTimeoutInSeconds() != null)
sb.append("TimeoutInSeconds: ").append(getTimeoutInSeconds()).append(",");
if (getPlayerLatencyPolicies() != null)
sb.append("PlayerLatencyPolicies: ").append(getPlayerLatencyPolicies()).append(",");
if (getDestinations() != null)
sb.append("Destinations: ").append(getDestinations()).append(",");
if (getFilterConfiguration() != null)
sb.append("FilterConfiguration: ").append(getFilterConfiguration()).append(",");
if (getPriorityConfiguration() != null)
sb.append("PriorityConfiguration: ").append(getPriorityConfiguration()).append(",");
if (getCustomEventData() != null)
sb.append("CustomEventData: ").append(getCustomEventData()).append(",");
if (getNotificationTarget() != null)
sb.append("NotificationTarget: ").append(getNotificationTarget()).append(",");
if (getTags() != null)
sb.append("Tags: ").append(getTags());
sb.append("}");
return sb.toString();
}
@Override
public boolean equals(Object obj) {
if (this == obj)
return true;
if (obj == null)
return false;
if (obj instanceof CreateGameSessionQueueRequest == false)
return false;
CreateGameSessionQueueRequest other = (CreateGameSessionQueueRequest) obj;
if (other.getName() == null ^ this.getName() == null)
return false;
if (other.getName() != null && other.getName().equals(this.getName()) == false)
return false;
if (other.getTimeoutInSeconds() == null ^ this.getTimeoutInSeconds() == null)
return false;
if (other.getTimeoutInSeconds() != null && other.getTimeoutInSeconds().equals(this.getTimeoutInSeconds()) == false)
return false;
if (other.getPlayerLatencyPolicies() == null ^ this.getPlayerLatencyPolicies() == null)
return false;
if (other.getPlayerLatencyPolicies() != null && other.getPlayerLatencyPolicies().equals(this.getPlayerLatencyPolicies()) == false)
return false;
if (other.getDestinations() == null ^ this.getDestinations() == null)
return false;
if (other.getDestinations() != null && other.getDestinations().equals(this.getDestinations()) == false)
return false;
if (other.getFilterConfiguration() == null ^ this.getFilterConfiguration() == null)
return false;
if (other.getFilterConfiguration() != null && other.getFilterConfiguration().equals(this.getFilterConfiguration()) == false)
return false;
if (other.getPriorityConfiguration() == null ^ this.getPriorityConfiguration() == null)
return false;
if (other.getPriorityConfiguration() != null && other.getPriorityConfiguration().equals(this.getPriorityConfiguration()) == false)
return false;
if (other.getCustomEventData() == null ^ this.getCustomEventData() == null)
return false;
if (other.getCustomEventData() != null && other.getCustomEventData().equals(this.getCustomEventData()) == false)
return false;
if (other.getNotificationTarget() == null ^ this.getNotificationTarget() == null)
return false;
if (other.getNotificationTarget() != null && other.getNotificationTarget().equals(this.getNotificationTarget()) == false)
return false;
if (other.getTags() == null ^ this.getTags() == null)
return false;
if (other.getTags() != null && other.getTags().equals(this.getTags()) == false)
return false;
return true;
}
@Override
public int hashCode() {
final int prime = 31;
int hashCode = 1;
hashCode = prime * hashCode + ((getName() == null) ? 0 : getName().hashCode());
hashCode = prime * hashCode + ((getTimeoutInSeconds() == null) ? 0 : getTimeoutInSeconds().hashCode());
hashCode = prime * hashCode + ((getPlayerLatencyPolicies() == null) ? 0 : getPlayerLatencyPolicies().hashCode());
hashCode = prime * hashCode + ((getDestinations() == null) ? 0 : getDestinations().hashCode());
hashCode = prime * hashCode + ((getFilterConfiguration() == null) ? 0 : getFilterConfiguration().hashCode());
hashCode = prime * hashCode + ((getPriorityConfiguration() == null) ? 0 : getPriorityConfiguration().hashCode());
hashCode = prime * hashCode + ((getCustomEventData() == null) ? 0 : getCustomEventData().hashCode());
hashCode = prime * hashCode + ((getNotificationTarget() == null) ? 0 : getNotificationTarget().hashCode());
hashCode = prime * hashCode + ((getTags() == null) ? 0 : getTags().hashCode());
return hashCode;
}
@Override
public CreateGameSessionQueueRequest clone() {
return (CreateGameSessionQueueRequest) super.clone();
}
}