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The AWS Java SDK for AWS GameLift module holds the client classes that are used for communicating with AWS GameLift service.

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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 StartMatchmakingRequest extends com.amazonaws.AmazonWebServiceRequest implements Serializable, Cloneable {

    /**
     * 

* A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate * one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results. *

*/ private String ticketId; /** *

* Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same * Region as this request. You can use either the configuration name or ARN value. *

*/ private String configurationName; /** *

* Information on each player to be matched. This information must include a player ID, and may contain player * attributes and latency data to be used in the matchmaking process. After a successful match, Player * objects contain the name of the team the player is assigned to. *

*

* You can include up to 10 Players in a StartMatchmaking request. *

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

* A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate * one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results. *

* * @param ticketId * A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will * generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and * retrieve match results. */ public void setTicketId(String ticketId) { this.ticketId = ticketId; } /** *

* A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate * one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results. *

* * @return A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will * generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and * retrieve match results. */ public String getTicketId() { return this.ticketId; } /** *

* A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate * one in the form of a UUID. Use this identifier to track the matchmaking ticket status and retrieve match results. *

* * @param ticketId * A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will * generate one in the form of a UUID. Use this identifier to track the matchmaking ticket status and * retrieve match results. * @return Returns a reference to this object so that method calls can be chained together. */ public StartMatchmakingRequest withTicketId(String ticketId) { setTicketId(ticketId); return this; } /** *

* Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same * Region as this request. You can use either the configuration name or ARN value. *

* * @param configurationName * Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in * the same Region as this request. You can use either the configuration name or ARN value. */ public void setConfigurationName(String configurationName) { this.configurationName = configurationName; } /** *

* Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same * Region as this request. You can use either the configuration name or ARN value. *

* * @return Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in * the same Region as this request. You can use either the configuration name or ARN value. */ public String getConfigurationName() { return this.configurationName; } /** *

* Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same * Region as this request. You can use either the configuration name or ARN value. *

* * @param configurationName * Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in * the same Region as this request. You can use either the configuration name or ARN value. * @return Returns a reference to this object so that method calls can be chained together. */ public StartMatchmakingRequest withConfigurationName(String configurationName) { setConfigurationName(configurationName); return this; } /** *

* Information on each player to be matched. This information must include a player ID, and may contain player * attributes and latency data to be used in the matchmaking process. After a successful match, Player * objects contain the name of the team the player is assigned to. *

*

* You can include up to 10 Players in a StartMatchmaking request. *

* * @return Information on each player to be matched. This information must include a player ID, and may contain * player attributes and latency data to be used in the matchmaking process. After a successful match, * Player objects contain the name of the team the player is assigned to.

*

* You can include up to 10 Players in a StartMatchmaking request. */ public java.util.List getPlayers() { return players; } /** *

* Information on each player to be matched. This information must include a player ID, and may contain player * attributes and latency data to be used in the matchmaking process. After a successful match, Player * objects contain the name of the team the player is assigned to. *

*

* You can include up to 10 Players in a StartMatchmaking request. *

* * @param players * Information on each player to be matched. This information must include a player ID, and may contain * player attributes and latency data to be used in the matchmaking process. After a successful match, * Player objects contain the name of the team the player is assigned to.

*

* You can include up to 10 Players in a StartMatchmaking request. */ public void setPlayers(java.util.Collection players) { if (players == null) { this.players = null; return; } this.players = new java.util.ArrayList(players); } /** *

* Information on each player to be matched. This information must include a player ID, and may contain player * attributes and latency data to be used in the matchmaking process. After a successful match, Player * objects contain the name of the team the player is assigned to. *

*

* You can include up to 10 Players in a StartMatchmaking request. *

*

* NOTE: This method appends the values to the existing list (if any). Use * {@link #setPlayers(java.util.Collection)} or {@link #withPlayers(java.util.Collection)} if you want to override * the existing values. *

* * @param players * Information on each player to be matched. This information must include a player ID, and may contain * player attributes and latency data to be used in the matchmaking process. After a successful match, * Player objects contain the name of the team the player is assigned to.

*

* You can include up to 10 Players in a StartMatchmaking request. * @return Returns a reference to this object so that method calls can be chained together. */ public StartMatchmakingRequest withPlayers(Player... players) { if (this.players == null) { setPlayers(new java.util.ArrayList(players.length)); } for (Player ele : players) { this.players.add(ele); } return this; } /** *

* Information on each player to be matched. This information must include a player ID, and may contain player * attributes and latency data to be used in the matchmaking process. After a successful match, Player * objects contain the name of the team the player is assigned to. *

*

* You can include up to 10 Players in a StartMatchmaking request. *

* * @param players * Information on each player to be matched. This information must include a player ID, and may contain * player attributes and latency data to be used in the matchmaking process. After a successful match, * Player objects contain the name of the team the player is assigned to.

*

* You can include up to 10 Players in a StartMatchmaking request. * @return Returns a reference to this object so that method calls can be chained together. */ public StartMatchmakingRequest withPlayers(java.util.Collection players) { setPlayers(players); 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 (getTicketId() != null) sb.append("TicketId: ").append(getTicketId()).append(","); if (getConfigurationName() != null) sb.append("ConfigurationName: ").append(getConfigurationName()).append(","); if (getPlayers() != null) sb.append("Players: ").append(getPlayers()); sb.append("}"); return sb.toString(); } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj == null) return false; if (obj instanceof StartMatchmakingRequest == false) return false; StartMatchmakingRequest other = (StartMatchmakingRequest) obj; if (other.getTicketId() == null ^ this.getTicketId() == null) return false; if (other.getTicketId() != null && other.getTicketId().equals(this.getTicketId()) == false) return false; if (other.getConfigurationName() == null ^ this.getConfigurationName() == null) return false; if (other.getConfigurationName() != null && other.getConfigurationName().equals(this.getConfigurationName()) == false) return false; if (other.getPlayers() == null ^ this.getPlayers() == null) return false; if (other.getPlayers() != null && other.getPlayers().equals(this.getPlayers()) == false) return false; return true; } @Override public int hashCode() { final int prime = 31; int hashCode = 1; hashCode = prime * hashCode + ((getTicketId() == null) ? 0 : getTicketId().hashCode()); hashCode = prime * hashCode + ((getConfigurationName() == null) ? 0 : getConfigurationName().hashCode()); hashCode = prime * hashCode + ((getPlayers() == null) ? 0 : getPlayers().hashCode()); return hashCode; } @Override public StartMatchmakingRequest clone() { return (StartMatchmakingRequest) super.clone(); } }





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