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/*
 * Copyright 2019-2024 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;

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

    /**
     * 

* A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each * request must reference either a fleet ID or alias ID, but not both. *

*/ private String fleetId; /** *

* A unique identifier for the alias associated with the fleet to create a game session in. You can use either the * alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both. *

*/ private String aliasId; /** *

* 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 name; /** *

* A set of key-value pairs that can store custom data in a game session. For example: * {"Key": "difficulty", "Value": "novice"}. For an example, see Create a game session with custom properties. *

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

* A unique identifier for a player or entity creating the game session. *

*

* If you add a resource creation limit policy to a fleet, the CreateGameSession operation requires a * CreatorId. Amazon GameLift limits the number of game session creation requests with the same * CreatorId in a specified time period. *

*

* If you your fleet doesn't have a resource creation limit policy and you provide a CreatorId in your * CreateGameSession requests, Amazon GameLift limits requests to one request per * CreatorId per second. *

*

* To not limit CreateGameSession requests with the same CreatorId, don't provide a * CreatorId in your CreateGameSession request. *

*/ private String creatorId; /** *

* This parameter is deprecated. Use IdempotencyToken instead. *

*

* Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. * If provided, this string is included in the new game session's ID. *

*/ private String gameSessionId; /** *

* Custom string that uniquely identifies the new game session request. This is useful for ensuring that game * session requests with the same idempotency token are processed only once. Subsequent requests with the same * string return the original GameSession object, with an updated status. Maximum token length is 48 * characters. If provided, this string is included in the new game session's ID. A game session ARN has the * following format: * arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token> * . Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained * for this time period and then deleted. *

*/ private String idempotencyToken; /** *

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

*/ private String gameSessionData; /** *

* A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is * placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as * us-west-2. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere * fleet's custom location. *

*/ private String location; /** *

* A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each * request must reference either a fleet ID or alias ID, but not both. *

* * @param fleetId * A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN * value. Each request must reference either a fleet ID or alias ID, but not both. */ public void setFleetId(String fleetId) { this.fleetId = fleetId; } /** *

* A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each * request must reference either a fleet ID or alias ID, but not both. *

* * @return A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN * value. Each request must reference either a fleet ID or alias ID, but not both. */ public String getFleetId() { return this.fleetId; } /** *

* A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each * request must reference either a fleet ID or alias ID, but not both. *

* * @param fleetId * A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN * value. Each request must reference either a fleet ID or alias ID, but not both. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateGameSessionRequest withFleetId(String fleetId) { setFleetId(fleetId); return this; } /** *

* A unique identifier for the alias associated with the fleet to create a game session in. You can use either the * alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both. *

* * @param aliasId * A unique identifier for the alias associated with the fleet to create a game session in. You can use * either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both. */ public void setAliasId(String aliasId) { this.aliasId = aliasId; } /** *

* A unique identifier for the alias associated with the fleet to create a game session in. You can use either the * alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both. *

* * @return A unique identifier for the alias associated with the fleet to create a game session in. You can use * either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not * both. */ public String getAliasId() { return this.aliasId; } /** *

* A unique identifier for the alias associated with the fleet to create a game session in. You can use either the * alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both. *

* * @param aliasId * A unique identifier for the alias associated with the fleet to create a game session in. You can use * either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateGameSessionRequest withAliasId(String aliasId) { setAliasId(aliasId); 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 CreateGameSessionRequest 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 name * A descriptive label that is associated with a game session. Session names do not need to be unique. */ public void setName(String name) { this.name = name; } /** *

* 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 getName() { return this.name; } /** *

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

* * @param name * 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 CreateGameSessionRequest withName(String name) { setName(name); return this; } /** *

* A set of key-value pairs that can store custom data in a game session. For example: * {"Key": "difficulty", "Value": "novice"}. For an example, see Create a game session with custom properties. *

* * @return A set of key-value pairs that can store custom data in a game session. For example: * {"Key": "difficulty", "Value": "novice"}. For an example, see Create a game session with custom properties. */ public java.util.List getGameProperties() { return gameProperties; } /** *

* A set of key-value pairs that can store custom data in a game session. For example: * {"Key": "difficulty", "Value": "novice"}. For an example, see Create a game session with custom properties. *

* * @param gameProperties * A set of key-value pairs that can store custom data in a game session. For example: * {"Key": "difficulty", "Value": "novice"}. For an example, see Create a game session with custom properties. */ public void setGameProperties(java.util.Collection gameProperties) { if (gameProperties == null) { this.gameProperties = null; return; } this.gameProperties = new java.util.ArrayList(gameProperties); } /** *

* A set of key-value pairs that can store custom data in a game session. For example: * {"Key": "difficulty", "Value": "novice"}. For an example, see Create a game session with custom properties. *

*

* 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 key-value pairs that can store custom data in a game session. For example: * {"Key": "difficulty", "Value": "novice"}. For an example, see Create a game session with custom properties. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateGameSessionRequest 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 key-value pairs that can store custom data in a game session. For example: * {"Key": "difficulty", "Value": "novice"}. For an example, see Create a game session with custom properties. *

* * @param gameProperties * A set of key-value pairs that can store custom data in a game session. For example: * {"Key": "difficulty", "Value": "novice"}. For an example, see Create a game session with custom properties. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateGameSessionRequest withGameProperties(java.util.Collection gameProperties) { setGameProperties(gameProperties); return this; } /** *

* A unique identifier for a player or entity creating the game session. *

*

* If you add a resource creation limit policy to a fleet, the CreateGameSession operation requires a * CreatorId. Amazon GameLift limits the number of game session creation requests with the same * CreatorId in a specified time period. *

*

* If you your fleet doesn't have a resource creation limit policy and you provide a CreatorId in your * CreateGameSession requests, Amazon GameLift limits requests to one request per * CreatorId per second. *

*

* To not limit CreateGameSession requests with the same CreatorId, don't provide a * CreatorId in your CreateGameSession request. *

* * @param creatorId * A unique identifier for a player or entity creating the game session.

*

* If you add a resource creation limit policy to a fleet, the CreateGameSession operation * requires a CreatorId. Amazon GameLift limits the number of game session creation requests * with the same CreatorId in a specified time period. *

*

* If you your fleet doesn't have a resource creation limit policy and you provide a CreatorId * in your CreateGameSession requests, Amazon GameLift limits requests to one request per * CreatorId per second. *

*

* To not limit CreateGameSession requests with the same CreatorId, don't provide a * CreatorId in your CreateGameSession request. */ public void setCreatorId(String creatorId) { this.creatorId = creatorId; } /** *

* A unique identifier for a player or entity creating the game session. *

*

* If you add a resource creation limit policy to a fleet, the CreateGameSession operation requires a * CreatorId. Amazon GameLift limits the number of game session creation requests with the same * CreatorId in a specified time period. *

*

* If you your fleet doesn't have a resource creation limit policy and you provide a CreatorId in your * CreateGameSession requests, Amazon GameLift limits requests to one request per * CreatorId per second. *

*

* To not limit CreateGameSession requests with the same CreatorId, don't provide a * CreatorId in your CreateGameSession request. *

* * @return A unique identifier for a player or entity creating the game session.

*

* If you add a resource creation limit policy to a fleet, the CreateGameSession operation * requires a CreatorId. Amazon GameLift limits the number of game session creation requests * with the same CreatorId in a specified time period. *

*

* If you your fleet doesn't have a resource creation limit policy and you provide a CreatorId * in your CreateGameSession requests, Amazon GameLift limits requests to one request per * CreatorId per second. *

*

* To not limit CreateGameSession requests with the same CreatorId, don't provide * a CreatorId in your CreateGameSession request. */ public String getCreatorId() { return this.creatorId; } /** *

* A unique identifier for a player or entity creating the game session. *

*

* If you add a resource creation limit policy to a fleet, the CreateGameSession operation requires a * CreatorId. Amazon GameLift limits the number of game session creation requests with the same * CreatorId in a specified time period. *

*

* If you your fleet doesn't have a resource creation limit policy and you provide a CreatorId in your * CreateGameSession requests, Amazon GameLift limits requests to one request per * CreatorId per second. *

*

* To not limit CreateGameSession requests with the same CreatorId, don't provide a * CreatorId in your CreateGameSession request. *

* * @param creatorId * A unique identifier for a player or entity creating the game session.

*

* If you add a resource creation limit policy to a fleet, the CreateGameSession operation * requires a CreatorId. Amazon GameLift limits the number of game session creation requests * with the same CreatorId in a specified time period. *

*

* If you your fleet doesn't have a resource creation limit policy and you provide a CreatorId * in your CreateGameSession requests, Amazon GameLift limits requests to one request per * CreatorId per second. *

*

* To not limit CreateGameSession requests with the same CreatorId, don't provide a * CreatorId in your CreateGameSession request. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateGameSessionRequest withCreatorId(String creatorId) { setCreatorId(creatorId); return this; } /** *

* This parameter is deprecated. Use IdempotencyToken instead. *

*

* Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. * If provided, this string is included in the new game session's ID. *

* * @param gameSessionId * This parameter is deprecated. Use IdempotencyToken instead.

*

* Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 * characters. If provided, this string is included in the new game session's ID. */ public void setGameSessionId(String gameSessionId) { this.gameSessionId = gameSessionId; } /** *

* This parameter is deprecated. Use IdempotencyToken instead. *

*

* Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. * If provided, this string is included in the new game session's ID. *

* * @return This parameter is deprecated. Use IdempotencyToken instead.

*

* Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 * characters. If provided, this string is included in the new game session's ID. */ public String getGameSessionId() { return this.gameSessionId; } /** *

* This parameter is deprecated. Use IdempotencyToken instead. *

*

* Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. * If provided, this string is included in the new game session's ID. *

* * @param gameSessionId * This parameter is deprecated. Use IdempotencyToken instead.

*

* Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 * characters. If provided, this string is included in the new game session's ID. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateGameSessionRequest withGameSessionId(String gameSessionId) { setGameSessionId(gameSessionId); return this; } /** *

* Custom string that uniquely identifies the new game session request. This is useful for ensuring that game * session requests with the same idempotency token are processed only once. Subsequent requests with the same * string return the original GameSession object, with an updated status. Maximum token length is 48 * characters. If provided, this string is included in the new game session's ID. A game session ARN has the * following format: * arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token> * . Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained * for this time period and then deleted. *

* * @param idempotencyToken * Custom string that uniquely identifies the new game session request. This is useful for ensuring that game * session requests with the same idempotency token are processed only once. Subsequent requests with the * same string return the original GameSession object, with an updated status. Maximum token * length is 48 characters. If provided, this string is included in the new game session's ID. A game session * ARN has the following format: * arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token> * . Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are * retained for this time period and then deleted. */ public void setIdempotencyToken(String idempotencyToken) { this.idempotencyToken = idempotencyToken; } /** *

* Custom string that uniquely identifies the new game session request. This is useful for ensuring that game * session requests with the same idempotency token are processed only once. Subsequent requests with the same * string return the original GameSession object, with an updated status. Maximum token length is 48 * characters. If provided, this string is included in the new game session's ID. A game session ARN has the * following format: * arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token> * . Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained * for this time period and then deleted. *

* * @return Custom string that uniquely identifies the new game session request. This is useful for ensuring that * game session requests with the same idempotency token are processed only once. Subsequent requests with * the same string return the original GameSession object, with an updated status. Maximum * token length is 48 characters. If provided, this string is included in the new game session's ID. A game * session ARN has the following format: * arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token> * . Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are * retained for this time period and then deleted. */ public String getIdempotencyToken() { return this.idempotencyToken; } /** *

* Custom string that uniquely identifies the new game session request. This is useful for ensuring that game * session requests with the same idempotency token are processed only once. Subsequent requests with the same * string return the original GameSession object, with an updated status. Maximum token length is 48 * characters. If provided, this string is included in the new game session's ID. A game session ARN has the * following format: * arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token> * . Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained * for this time period and then deleted. *

* * @param idempotencyToken * Custom string that uniquely identifies the new game session request. This is useful for ensuring that game * session requests with the same idempotency token are processed only once. Subsequent requests with the * same string return the original GameSession object, with an updated status. Maximum token * length is 48 characters. If provided, this string is included in the new game session's ID. A game session * ARN has the following format: * arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token> * . Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are * retained for this time period and then deleted. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateGameSessionRequest withIdempotencyToken(String idempotencyToken) { setIdempotencyToken(idempotencyToken); return this; } /** *

* A set of custom game session properties, formatted as a single string value. This data is passed to a game server * process 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 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 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 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 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 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 CreateGameSessionRequest withGameSessionData(String gameSessionData) { setGameSessionData(gameSessionData); return this; } /** *

* A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is * placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as * us-west-2. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere * fleet's custom location. *

* * @param location * A fleet's remote location to place the new game session in. If this parameter is not set, the new game * session is placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region * code such as us-west-2. When using an Anywhere fleet, this parameter is required and must be * set to the Anywhere fleet's custom location. */ public void setLocation(String location) { this.location = location; } /** *

* A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is * placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as * us-west-2. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere * fleet's custom location. *

* * @return A fleet's remote location to place the new game session in. If this parameter is not set, the new game * session is placed in the fleet's home Region. Specify a remote location with an Amazon Web Services * Region code such as us-west-2. When using an Anywhere fleet, this parameter is required and * must be set to the Anywhere fleet's custom location. */ public String getLocation() { return this.location; } /** *

* A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is * placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region code such as * us-west-2. When using an Anywhere fleet, this parameter is required and must be set to the Anywhere * fleet's custom location. *

* * @param location * A fleet's remote location to place the new game session in. If this parameter is not set, the new game * session is placed in the fleet's home Region. Specify a remote location with an Amazon Web Services Region * code such as us-west-2. When using an Anywhere fleet, this parameter is required and must be * set to the Anywhere fleet's custom location. * @return Returns a reference to this object so that method calls can be chained together. */ public CreateGameSessionRequest withLocation(String location) { setLocation(location); 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 (getFleetId() != null) sb.append("FleetId: ").append(getFleetId()).append(","); if (getAliasId() != null) sb.append("AliasId: ").append(getAliasId()).append(","); if (getMaximumPlayerSessionCount() != null) sb.append("MaximumPlayerSessionCount: ").append(getMaximumPlayerSessionCount()).append(","); if (getName() != null) sb.append("Name: ").append(getName()).append(","); if (getGameProperties() != null) sb.append("GameProperties: ").append(getGameProperties()).append(","); if (getCreatorId() != null) sb.append("CreatorId: ").append(getCreatorId()).append(","); if (getGameSessionId() != null) sb.append("GameSessionId: ").append(getGameSessionId()).append(","); if (getIdempotencyToken() != null) sb.append("IdempotencyToken: ").append(getIdempotencyToken()).append(","); if (getGameSessionData() != null) sb.append("GameSessionData: ").append(getGameSessionData()).append(","); if (getLocation() != null) sb.append("Location: ").append(getLocation()); sb.append("}"); return sb.toString(); } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj == null) return false; if (obj instanceof CreateGameSessionRequest == false) return false; CreateGameSessionRequest other = (CreateGameSessionRequest) obj; if (other.getFleetId() == null ^ this.getFleetId() == null) return false; if (other.getFleetId() != null && other.getFleetId().equals(this.getFleetId()) == false) return false; if (other.getAliasId() == null ^ this.getAliasId() == null) return false; if (other.getAliasId() != null && other.getAliasId().equals(this.getAliasId()) == 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.getName() == null ^ this.getName() == null) return false; if (other.getName() != null && other.getName().equals(this.getName()) == 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.getCreatorId() == null ^ this.getCreatorId() == null) return false; if (other.getCreatorId() != null && other.getCreatorId().equals(this.getCreatorId()) == 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.getIdempotencyToken() == null ^ this.getIdempotencyToken() == null) return false; if (other.getIdempotencyToken() != null && other.getIdempotencyToken().equals(this.getIdempotencyToken()) == 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.getLocation() == null ^ this.getLocation() == null) return false; if (other.getLocation() != null && other.getLocation().equals(this.getLocation()) == false) return false; return true; } @Override public int hashCode() { final int prime = 31; int hashCode = 1; hashCode = prime * hashCode + ((getFleetId() == null) ? 0 : getFleetId().hashCode()); hashCode = prime * hashCode + ((getAliasId() == null) ? 0 : getAliasId().hashCode()); hashCode = prime * hashCode + ((getMaximumPlayerSessionCount() == null) ? 0 : getMaximumPlayerSessionCount().hashCode()); hashCode = prime * hashCode + ((getName() == null) ? 0 : getName().hashCode()); hashCode = prime * hashCode + ((getGameProperties() == null) ? 0 : getGameProperties().hashCode()); hashCode = prime * hashCode + ((getCreatorId() == null) ? 0 : getCreatorId().hashCode()); hashCode = prime * hashCode + ((getGameSessionId() == null) ? 0 : getGameSessionId().hashCode()); hashCode = prime * hashCode + ((getIdempotencyToken() == null) ? 0 : getIdempotencyToken().hashCode()); hashCode = prime * hashCode + ((getGameSessionData() == null) ? 0 : getGameSessionData().hashCode()); hashCode = prime * hashCode + ((getLocation() == null) ? 0 : getLocation().hashCode()); return hashCode; } @Override public CreateGameSessionRequest clone() { return (CreateGameSessionRequest) super.clone(); } }




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