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();
}
}