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com.amazonaws.services.gamelift.model.UpdateGameServerRequest 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 UpdateGameServerRequest extends com.amazonaws.AmazonWebServiceRequest implements Serializable, Cloneable {

    /**
     * 

* A unique identifier for the game server group where the game server is running. *

*/ private String gameServerGroupName; /** *

* A custom string that uniquely identifies the game server to update. *

*/ private String gameServerId; /** *

* A set of custom game server properties, formatted as a single string value. This data is passed to a game client * or service when it requests information on game servers. *

*/ private String gameServerData; /** *

* Indicates if the game server is available or is currently hosting gameplay. You can update a game server status * from AVAILABLE to UTILIZED, but you can't change a the status from * UTILIZED to AVAILABLE. *

*/ private String utilizationStatus; /** *

* Indicates health status of the game server. A request that includes this parameter updates the game server's * LastHealthCheckTime timestamp. *

*/ private String healthCheck; /** *

* A unique identifier for the game server group where the game server is running. *

* * @param gameServerGroupName * A unique identifier for the game server group where the game server is running. */ public void setGameServerGroupName(String gameServerGroupName) { this.gameServerGroupName = gameServerGroupName; } /** *

* A unique identifier for the game server group where the game server is running. *

* * @return A unique identifier for the game server group where the game server is running. */ public String getGameServerGroupName() { return this.gameServerGroupName; } /** *

* A unique identifier for the game server group where the game server is running. *

* * @param gameServerGroupName * A unique identifier for the game server group where the game server is running. * @return Returns a reference to this object so that method calls can be chained together. */ public UpdateGameServerRequest withGameServerGroupName(String gameServerGroupName) { setGameServerGroupName(gameServerGroupName); return this; } /** *

* A custom string that uniquely identifies the game server to update. *

* * @param gameServerId * A custom string that uniquely identifies the game server to update. */ public void setGameServerId(String gameServerId) { this.gameServerId = gameServerId; } /** *

* A custom string that uniquely identifies the game server to update. *

* * @return A custom string that uniquely identifies the game server to update. */ public String getGameServerId() { return this.gameServerId; } /** *

* A custom string that uniquely identifies the game server to update. *

* * @param gameServerId * A custom string that uniquely identifies the game server to update. * @return Returns a reference to this object so that method calls can be chained together. */ public UpdateGameServerRequest withGameServerId(String gameServerId) { setGameServerId(gameServerId); return this; } /** *

* A set of custom game server properties, formatted as a single string value. This data is passed to a game client * or service when it requests information on game servers. *

* * @param gameServerData * A set of custom game server properties, formatted as a single string value. This data is passed to a game * client or service when it requests information on game servers. */ public void setGameServerData(String gameServerData) { this.gameServerData = gameServerData; } /** *

* A set of custom game server properties, formatted as a single string value. This data is passed to a game client * or service when it requests information on game servers. *

* * @return A set of custom game server properties, formatted as a single string value. This data is passed to a game * client or service when it requests information on game servers. */ public String getGameServerData() { return this.gameServerData; } /** *

* A set of custom game server properties, formatted as a single string value. This data is passed to a game client * or service when it requests information on game servers. *

* * @param gameServerData * A set of custom game server properties, formatted as a single string value. This data is passed to a game * client or service when it requests information on game servers. * @return Returns a reference to this object so that method calls can be chained together. */ public UpdateGameServerRequest withGameServerData(String gameServerData) { setGameServerData(gameServerData); return this; } /** *

* Indicates if the game server is available or is currently hosting gameplay. You can update a game server status * from AVAILABLE to UTILIZED, but you can't change a the status from * UTILIZED to AVAILABLE. *

* * @param utilizationStatus * Indicates if the game server is available or is currently hosting gameplay. You can update a game server * status from AVAILABLE to UTILIZED, but you can't change a the status from * UTILIZED to AVAILABLE. * @see GameServerUtilizationStatus */ public void setUtilizationStatus(String utilizationStatus) { this.utilizationStatus = utilizationStatus; } /** *

* Indicates if the game server is available or is currently hosting gameplay. You can update a game server status * from AVAILABLE to UTILIZED, but you can't change a the status from * UTILIZED to AVAILABLE. *

* * @return Indicates if the game server is available or is currently hosting gameplay. You can update a game server * status from AVAILABLE to UTILIZED, but you can't change a the status from * UTILIZED to AVAILABLE. * @see GameServerUtilizationStatus */ public String getUtilizationStatus() { return this.utilizationStatus; } /** *

* Indicates if the game server is available or is currently hosting gameplay. You can update a game server status * from AVAILABLE to UTILIZED, but you can't change a the status from * UTILIZED to AVAILABLE. *

* * @param utilizationStatus * Indicates if the game server is available or is currently hosting gameplay. You can update a game server * status from AVAILABLE to UTILIZED, but you can't change a the status from * UTILIZED to AVAILABLE. * @return Returns a reference to this object so that method calls can be chained together. * @see GameServerUtilizationStatus */ public UpdateGameServerRequest withUtilizationStatus(String utilizationStatus) { setUtilizationStatus(utilizationStatus); return this; } /** *

* Indicates if the game server is available or is currently hosting gameplay. You can update a game server status * from AVAILABLE to UTILIZED, but you can't change a the status from * UTILIZED to AVAILABLE. *

* * @param utilizationStatus * Indicates if the game server is available or is currently hosting gameplay. You can update a game server * status from AVAILABLE to UTILIZED, but you can't change a the status from * UTILIZED to AVAILABLE. * @return Returns a reference to this object so that method calls can be chained together. * @see GameServerUtilizationStatus */ public UpdateGameServerRequest withUtilizationStatus(GameServerUtilizationStatus utilizationStatus) { this.utilizationStatus = utilizationStatus.toString(); return this; } /** *

* Indicates health status of the game server. A request that includes this parameter updates the game server's * LastHealthCheckTime timestamp. *

* * @param healthCheck * Indicates health status of the game server. A request that includes this parameter updates the game * server's LastHealthCheckTime timestamp. * @see GameServerHealthCheck */ public void setHealthCheck(String healthCheck) { this.healthCheck = healthCheck; } /** *

* Indicates health status of the game server. A request that includes this parameter updates the game server's * LastHealthCheckTime timestamp. *

* * @return Indicates health status of the game server. A request that includes this parameter updates the game * server's LastHealthCheckTime timestamp. * @see GameServerHealthCheck */ public String getHealthCheck() { return this.healthCheck; } /** *

* Indicates health status of the game server. A request that includes this parameter updates the game server's * LastHealthCheckTime timestamp. *

* * @param healthCheck * Indicates health status of the game server. A request that includes this parameter updates the game * server's LastHealthCheckTime timestamp. * @return Returns a reference to this object so that method calls can be chained together. * @see GameServerHealthCheck */ public UpdateGameServerRequest withHealthCheck(String healthCheck) { setHealthCheck(healthCheck); return this; } /** *

* Indicates health status of the game server. A request that includes this parameter updates the game server's * LastHealthCheckTime timestamp. *

* * @param healthCheck * Indicates health status of the game server. A request that includes this parameter updates the game * server's LastHealthCheckTime timestamp. * @return Returns a reference to this object so that method calls can be chained together. * @see GameServerHealthCheck */ public UpdateGameServerRequest withHealthCheck(GameServerHealthCheck healthCheck) { this.healthCheck = healthCheck.toString(); 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 (getGameServerGroupName() != null) sb.append("GameServerGroupName: ").append(getGameServerGroupName()).append(","); if (getGameServerId() != null) sb.append("GameServerId: ").append(getGameServerId()).append(","); if (getGameServerData() != null) sb.append("GameServerData: ").append(getGameServerData()).append(","); if (getUtilizationStatus() != null) sb.append("UtilizationStatus: ").append(getUtilizationStatus()).append(","); if (getHealthCheck() != null) sb.append("HealthCheck: ").append(getHealthCheck()); sb.append("}"); return sb.toString(); } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj == null) return false; if (obj instanceof UpdateGameServerRequest == false) return false; UpdateGameServerRequest other = (UpdateGameServerRequest) obj; if (other.getGameServerGroupName() == null ^ this.getGameServerGroupName() == null) return false; if (other.getGameServerGroupName() != null && other.getGameServerGroupName().equals(this.getGameServerGroupName()) == false) return false; if (other.getGameServerId() == null ^ this.getGameServerId() == null) return false; if (other.getGameServerId() != null && other.getGameServerId().equals(this.getGameServerId()) == false) return false; if (other.getGameServerData() == null ^ this.getGameServerData() == null) return false; if (other.getGameServerData() != null && other.getGameServerData().equals(this.getGameServerData()) == false) return false; if (other.getUtilizationStatus() == null ^ this.getUtilizationStatus() == null) return false; if (other.getUtilizationStatus() != null && other.getUtilizationStatus().equals(this.getUtilizationStatus()) == false) return false; if (other.getHealthCheck() == null ^ this.getHealthCheck() == null) return false; if (other.getHealthCheck() != null && other.getHealthCheck().equals(this.getHealthCheck()) == false) return false; return true; } @Override public int hashCode() { final int prime = 31; int hashCode = 1; hashCode = prime * hashCode + ((getGameServerGroupName() == null) ? 0 : getGameServerGroupName().hashCode()); hashCode = prime * hashCode + ((getGameServerId() == null) ? 0 : getGameServerId().hashCode()); hashCode = prime * hashCode + ((getGameServerData() == null) ? 0 : getGameServerData().hashCode()); hashCode = prime * hashCode + ((getUtilizationStatus() == null) ? 0 : getUtilizationStatus().hashCode()); hashCode = prime * hashCode + ((getHealthCheck() == null) ? 0 : getHealthCheck().hashCode()); return hashCode; } @Override public UpdateGameServerRequest clone() { return (UpdateGameServerRequest) super.clone(); } }




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