com.amazonaws.services.gamelift.model.CreateGameSessionRequest Maven / Gradle / Ivy
/*
* 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();
}
}