All Downloads are FREE. Search and download functionalities are using the official Maven repository.

com.amazonaws.services.gamelift.model.CreateFleetRequest Maven / Gradle / Ivy

Go to download

The AWS SDK for Java with support for OSGi. The AWS SDK for Java provides Java APIs for building software on AWS' cost-effective, scalable, and reliable infrastructure products. The AWS Java SDK allows developers to code against APIs for all of Amazon's infrastructure web services (Amazon S3, Amazon EC2, Amazon SQS, Amazon Relational Database Service, Amazon AutoScaling, etc).

There is a newer version: 1.11.60
Show newest version
/*
 * Copyright 2011-2016 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 com.amazonaws.AmazonWebServiceRequest;

/**
 * 

* Represents the input for a request action. *

*/ public class CreateFleetRequest extends AmazonWebServiceRequest implements Serializable, Cloneable { /** *

* Descriptive label associated with a fleet. Fleet names do not need to be * unique. *

*/ private String name; /** *

* Human-readable description of a fleet. *

*/ private String description; /** *

* Unique identifier of the build to be deployed on the new fleet. The build * must have been successfully uploaded to GameLift and be in a * READY state. This fleet setting cannot be changed once the * fleet is created. *

*/ private String buildId; /** *

* This parameter is no longer used. Instead, specify a server launch path * using the RuntimeConfiguration parameter. (Requests that * specify a server launch path and launch parameters instead of a runtime * configuration will continue to work.) *

*/ private String serverLaunchPath; /** *

* This parameter is no longer used. Instead, specify server launch * parameters in the RuntimeConfiguration parameter. (Requests * that specify a server launch path and launch parameters instead of a * runtime configuration will continue to work.) *

*/ private String serverLaunchParameters; /** *

* Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs * are in addition to game session logs; see more on game session logs in * the Amazon GameLift Developer Guide. If no default log path for a fleet * is specified, GameLift will automatically upload logs stored on each * instance at C:\game\logs. Use the GameLift console to access * stored logs. *

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

* Name of an EC2 instance type that is supported in Amazon GameLift. A * fleet instance type determines the computing resources of each instance * in the fleet, including CPU, memory, storage, and networking capacity. * GameLift supports the following EC2 instance types. See Amazon EC2 Instance * Types for detailed descriptions. *

*/ private String eC2InstanceType; /** *

* Range of IP addresses and port settings that permit inbound traffic to * access server processes running on the fleet. If no inbound permissions * are set, including both IP address range and port range, the server * processes in the fleet cannot accept connections. You can specify one or * more sets of permissions for a fleet. *

*/ private java.util.List eC2InboundPermissions; /** *

* Game session protection policy to apply to all instances in this fleet. * If this parameter is not set, instances in this fleet default to no * protection. You can change a fleet's protection policy using * UpdateFleetAttributes, but this change will only affect sessions created * after the policy change. You can also set protection for individual * instances using UpdateGameSession. *

    *
  • NoProtection – The game session can be terminated during a * scale-down event.
  • *
  • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a scale-down * event.
  • *
*

*/ private String newGameSessionProtectionPolicy; /** *

* Instructions for launching server processes on each instance in the * fleet. The runtime configuration for a fleet has a collection of server * process configurations, one for each type of server process to run on an * instance. A server process configuration specifies the location of the * server executable, launch parameters, and the number of concurrent * processes with that configuration to maintain on each instance. A * CreateFleet request must include a runtime configuration * with at least one server process configuration; otherwise the request * will fail with an invalid request exception. (This parameter replaces the * parameters ServerLaunchPath and * ServerLaunchParameters; requests that contain values for * these parameters instead of a runtime configuration will continue to * work.) *

*/ private RuntimeConfiguration runtimeConfiguration; /** *

* Descriptive label associated with a fleet. Fleet names do not need to be * unique. *

* * @param name * Descriptive label associated with a fleet. Fleet names do not need * to be unique. */ public void setName(String name) { this.name = name; } /** *

* Descriptive label associated with a fleet. Fleet names do not need to be * unique. *

* * @return Descriptive label associated with a fleet. Fleet names do not * need to be unique. */ public String getName() { return this.name; } /** *

* Descriptive label associated with a fleet. Fleet names do not need to be * unique. *

* * @param name * Descriptive label associated with a fleet. Fleet names do not need * to be unique. * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withName(String name) { setName(name); return this; } /** *

* Human-readable description of a fleet. *

* * @param description * Human-readable description of a fleet. */ public void setDescription(String description) { this.description = description; } /** *

* Human-readable description of a fleet. *

* * @return Human-readable description of a fleet. */ public String getDescription() { return this.description; } /** *

* Human-readable description of a fleet. *

* * @param description * Human-readable description of a fleet. * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withDescription(String description) { setDescription(description); return this; } /** *

* Unique identifier of the build to be deployed on the new fleet. The build * must have been successfully uploaded to GameLift and be in a * READY state. This fleet setting cannot be changed once the * fleet is created. *

* * @param buildId * Unique identifier of the build to be deployed on the new fleet. * The build must have been successfully uploaded to GameLift and be * in a READY state. This fleet setting cannot be * changed once the fleet is created. */ public void setBuildId(String buildId) { this.buildId = buildId; } /** *

* Unique identifier of the build to be deployed on the new fleet. The build * must have been successfully uploaded to GameLift and be in a * READY state. This fleet setting cannot be changed once the * fleet is created. *

* * @return Unique identifier of the build to be deployed on the new fleet. * The build must have been successfully uploaded to GameLift and be * in a READY state. This fleet setting cannot be * changed once the fleet is created. */ public String getBuildId() { return this.buildId; } /** *

* Unique identifier of the build to be deployed on the new fleet. The build * must have been successfully uploaded to GameLift and be in a * READY state. This fleet setting cannot be changed once the * fleet is created. *

* * @param buildId * Unique identifier of the build to be deployed on the new fleet. * The build must have been successfully uploaded to GameLift and be * in a READY state. This fleet setting cannot be * changed once the fleet is created. * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withBuildId(String buildId) { setBuildId(buildId); return this; } /** *

* This parameter is no longer used. Instead, specify a server launch path * using the RuntimeConfiguration parameter. (Requests that * specify a server launch path and launch parameters instead of a runtime * configuration will continue to work.) *

* * @param serverLaunchPath * This parameter is no longer used. Instead, specify a server launch * path using the RuntimeConfiguration parameter. * (Requests that specify a server launch path and launch parameters * instead of a runtime configuration will continue to work.) */ public void setServerLaunchPath(String serverLaunchPath) { this.serverLaunchPath = serverLaunchPath; } /** *

* This parameter is no longer used. Instead, specify a server launch path * using the RuntimeConfiguration parameter. (Requests that * specify a server launch path and launch parameters instead of a runtime * configuration will continue to work.) *

* * @return This parameter is no longer used. Instead, specify a server * launch path using the RuntimeConfiguration * parameter. (Requests that specify a server launch path and launch * parameters instead of a runtime configuration will continue to * work.) */ public String getServerLaunchPath() { return this.serverLaunchPath; } /** *

* This parameter is no longer used. Instead, specify a server launch path * using the RuntimeConfiguration parameter. (Requests that * specify a server launch path and launch parameters instead of a runtime * configuration will continue to work.) *

* * @param serverLaunchPath * This parameter is no longer used. Instead, specify a server launch * path using the RuntimeConfiguration parameter. * (Requests that specify a server launch path and launch parameters * instead of a runtime configuration will continue to work.) * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withServerLaunchPath(String serverLaunchPath) { setServerLaunchPath(serverLaunchPath); return this; } /** *

* This parameter is no longer used. Instead, specify server launch * parameters in the RuntimeConfiguration parameter. (Requests * that specify a server launch path and launch parameters instead of a * runtime configuration will continue to work.) *

* * @param serverLaunchParameters * This parameter is no longer used. Instead, specify server launch * parameters in the RuntimeConfiguration parameter. * (Requests that specify a server launch path and launch parameters * instead of a runtime configuration will continue to work.) */ public void setServerLaunchParameters(String serverLaunchParameters) { this.serverLaunchParameters = serverLaunchParameters; } /** *

* This parameter is no longer used. Instead, specify server launch * parameters in the RuntimeConfiguration parameter. (Requests * that specify a server launch path and launch parameters instead of a * runtime configuration will continue to work.) *

* * @return This parameter is no longer used. Instead, specify server launch * parameters in the RuntimeConfiguration parameter. * (Requests that specify a server launch path and launch parameters * instead of a runtime configuration will continue to work.) */ public String getServerLaunchParameters() { return this.serverLaunchParameters; } /** *

* This parameter is no longer used. Instead, specify server launch * parameters in the RuntimeConfiguration parameter. (Requests * that specify a server launch path and launch parameters instead of a * runtime configuration will continue to work.) *

* * @param serverLaunchParameters * This parameter is no longer used. Instead, specify server launch * parameters in the RuntimeConfiguration parameter. * (Requests that specify a server launch path and launch parameters * instead of a runtime configuration will continue to work.) * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withServerLaunchParameters( String serverLaunchParameters) { setServerLaunchParameters(serverLaunchParameters); return this; } /** *

* Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs * are in addition to game session logs; see more on game session logs in * the Amazon GameLift Developer Guide. If no default log path for a fleet * is specified, GameLift will automatically upload logs stored on each * instance at C:\game\logs. Use the GameLift console to access * stored logs. *

* * @return Location of default log files. When a server process is shut * down, Amazon GameLift captures and stores any log files in this * location. These logs are in addition to game session logs; see * more on game session logs in the Amazon GameLift Developer Guide. If no default log path for * a fleet is specified, GameLift will automatically upload logs * stored on each instance at C:\game\logs. Use the * GameLift console to access stored logs. */ public java.util.List getLogPaths() { return logPaths; } /** *

* Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs * are in addition to game session logs; see more on game session logs in * the Amazon GameLift Developer Guide. If no default log path for a fleet * is specified, GameLift will automatically upload logs stored on each * instance at C:\game\logs. Use the GameLift console to access * stored logs. *

* * @param logPaths * Location of default log files. When a server process is shut down, * Amazon GameLift captures and stores any log files in this * location. These logs are in addition to game session logs; see * more on game session logs in the Amazon GameLift Developer Guide. If no default log path for a * fleet is specified, GameLift will automatically upload logs stored * on each instance at C:\game\logs. Use the GameLift * console to access stored logs. */ public void setLogPaths(java.util.Collection logPaths) { if (logPaths == null) { this.logPaths = null; return; } this.logPaths = new java.util.ArrayList(logPaths); } /** *

* Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs * are in addition to game session logs; see more on game session logs in * the Amazon GameLift Developer Guide. If no default log path for a fleet * is specified, GameLift will automatically upload logs stored on each * instance at C:\game\logs. Use the GameLift console to access * stored logs. *

*

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

* * @param logPaths * Location of default log files. When a server process is shut down, * Amazon GameLift captures and stores any log files in this * location. These logs are in addition to game session logs; see * more on game session logs in the Amazon GameLift Developer Guide. If no default log path for a * fleet is specified, GameLift will automatically upload logs stored * on each instance at C:\game\logs. Use the GameLift * console to access stored logs. * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withLogPaths(String... logPaths) { if (this.logPaths == null) { setLogPaths(new java.util.ArrayList(logPaths.length)); } for (String ele : logPaths) { this.logPaths.add(ele); } return this; } /** *

* Location of default log files. When a server process is shut down, Amazon * GameLift captures and stores any log files in this location. These logs * are in addition to game session logs; see more on game session logs in * the Amazon GameLift Developer Guide. If no default log path for a fleet * is specified, GameLift will automatically upload logs stored on each * instance at C:\game\logs. Use the GameLift console to access * stored logs. *

* * @param logPaths * Location of default log files. When a server process is shut down, * Amazon GameLift captures and stores any log files in this * location. These logs are in addition to game session logs; see * more on game session logs in the Amazon GameLift Developer Guide. If no default log path for a * fleet is specified, GameLift will automatically upload logs stored * on each instance at C:\game\logs. Use the GameLift * console to access stored logs. * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withLogPaths(java.util.Collection logPaths) { setLogPaths(logPaths); return this; } /** *

* Name of an EC2 instance type that is supported in Amazon GameLift. A * fleet instance type determines the computing resources of each instance * in the fleet, including CPU, memory, storage, and networking capacity. * GameLift supports the following EC2 instance types. See Amazon EC2 Instance * Types for detailed descriptions. *

* * @param eC2InstanceType * Name of an EC2 instance type that is supported in Amazon GameLift. * A fleet instance type determines the computing resources of each * instance in the fleet, including CPU, memory, storage, and * networking capacity. GameLift supports the following EC2 instance * types. See Amazon EC2 * Instance Types for detailed descriptions. * @see EC2InstanceType */ public void setEC2InstanceType(String eC2InstanceType) { this.eC2InstanceType = eC2InstanceType; } /** *

* Name of an EC2 instance type that is supported in Amazon GameLift. A * fleet instance type determines the computing resources of each instance * in the fleet, including CPU, memory, storage, and networking capacity. * GameLift supports the following EC2 instance types. See Amazon EC2 Instance * Types for detailed descriptions. *

* * @return Name of an EC2 instance type that is supported in Amazon * GameLift. A fleet instance type determines the computing * resources of each instance in the fleet, including CPU, memory, * storage, and networking capacity. GameLift supports the following * EC2 instance types. See Amazon EC2 * Instance Types for detailed descriptions. * @see EC2InstanceType */ public String getEC2InstanceType() { return this.eC2InstanceType; } /** *

* Name of an EC2 instance type that is supported in Amazon GameLift. A * fleet instance type determines the computing resources of each instance * in the fleet, including CPU, memory, storage, and networking capacity. * GameLift supports the following EC2 instance types. See Amazon EC2 Instance * Types for detailed descriptions. *

* * @param eC2InstanceType * Name of an EC2 instance type that is supported in Amazon GameLift. * A fleet instance type determines the computing resources of each * instance in the fleet, including CPU, memory, storage, and * networking capacity. GameLift supports the following EC2 instance * types. See Amazon EC2 * Instance Types for detailed descriptions. * @return Returns a reference to this object so that method calls can be * chained together. * @see EC2InstanceType */ public CreateFleetRequest withEC2InstanceType(String eC2InstanceType) { setEC2InstanceType(eC2InstanceType); return this; } /** *

* Name of an EC2 instance type that is supported in Amazon GameLift. A * fleet instance type determines the computing resources of each instance * in the fleet, including CPU, memory, storage, and networking capacity. * GameLift supports the following EC2 instance types. See Amazon EC2 Instance * Types for detailed descriptions. *

* * @param eC2InstanceType * Name of an EC2 instance type that is supported in Amazon GameLift. * A fleet instance type determines the computing resources of each * instance in the fleet, including CPU, memory, storage, and * networking capacity. GameLift supports the following EC2 instance * types. See Amazon EC2 * Instance Types for detailed descriptions. * @see EC2InstanceType */ public void setEC2InstanceType(EC2InstanceType eC2InstanceType) { this.eC2InstanceType = eC2InstanceType.toString(); } /** *

* Name of an EC2 instance type that is supported in Amazon GameLift. A * fleet instance type determines the computing resources of each instance * in the fleet, including CPU, memory, storage, and networking capacity. * GameLift supports the following EC2 instance types. See Amazon EC2 Instance * Types for detailed descriptions. *

* * @param eC2InstanceType * Name of an EC2 instance type that is supported in Amazon GameLift. * A fleet instance type determines the computing resources of each * instance in the fleet, including CPU, memory, storage, and * networking capacity. GameLift supports the following EC2 instance * types. See Amazon EC2 * Instance Types for detailed descriptions. * @return Returns a reference to this object so that method calls can be * chained together. * @see EC2InstanceType */ public CreateFleetRequest withEC2InstanceType( EC2InstanceType eC2InstanceType) { setEC2InstanceType(eC2InstanceType); return this; } /** *

* Range of IP addresses and port settings that permit inbound traffic to * access server processes running on the fleet. If no inbound permissions * are set, including both IP address range and port range, the server * processes in the fleet cannot accept connections. You can specify one or * more sets of permissions for a fleet. *

* * @return Range of IP addresses and port settings that permit inbound * traffic to access server processes running on the fleet. If no * inbound permissions are set, including both IP address range and * port range, the server processes in the fleet cannot accept * connections. You can specify one or more sets of permissions for * a fleet. */ public java.util.List getEC2InboundPermissions() { return eC2InboundPermissions; } /** *

* Range of IP addresses and port settings that permit inbound traffic to * access server processes running on the fleet. If no inbound permissions * are set, including both IP address range and port range, the server * processes in the fleet cannot accept connections. You can specify one or * more sets of permissions for a fleet. *

* * @param eC2InboundPermissions * Range of IP addresses and port settings that permit inbound * traffic to access server processes running on the fleet. If no * inbound permissions are set, including both IP address range and * port range, the server processes in the fleet cannot accept * connections. You can specify one or more sets of permissions for a * fleet. */ public void setEC2InboundPermissions( java.util.Collection eC2InboundPermissions) { if (eC2InboundPermissions == null) { this.eC2InboundPermissions = null; return; } this.eC2InboundPermissions = new java.util.ArrayList( eC2InboundPermissions); } /** *

* Range of IP addresses and port settings that permit inbound traffic to * access server processes running on the fleet. If no inbound permissions * are set, including both IP address range and port range, the server * processes in the fleet cannot accept connections. You can specify one or * more sets of permissions for a fleet. *

*

* NOTE: This method appends the values to the existing list (if * any). Use {@link #setEC2InboundPermissions(java.util.Collection)} or * {@link #withEC2InboundPermissions(java.util.Collection)} if you want to * override the existing values. *

* * @param eC2InboundPermissions * Range of IP addresses and port settings that permit inbound * traffic to access server processes running on the fleet. If no * inbound permissions are set, including both IP address range and * port range, the server processes in the fleet cannot accept * connections. You can specify one or more sets of permissions for a * fleet. * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withEC2InboundPermissions( IpPermission... eC2InboundPermissions) { if (this.eC2InboundPermissions == null) { setEC2InboundPermissions(new java.util.ArrayList( eC2InboundPermissions.length)); } for (IpPermission ele : eC2InboundPermissions) { this.eC2InboundPermissions.add(ele); } return this; } /** *

* Range of IP addresses and port settings that permit inbound traffic to * access server processes running on the fleet. If no inbound permissions * are set, including both IP address range and port range, the server * processes in the fleet cannot accept connections. You can specify one or * more sets of permissions for a fleet. *

* * @param eC2InboundPermissions * Range of IP addresses and port settings that permit inbound * traffic to access server processes running on the fleet. If no * inbound permissions are set, including both IP address range and * port range, the server processes in the fleet cannot accept * connections. You can specify one or more sets of permissions for a * fleet. * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withEC2InboundPermissions( java.util.Collection eC2InboundPermissions) { setEC2InboundPermissions(eC2InboundPermissions); return this; } /** *

* Game session protection policy to apply to all instances in this fleet. * If this parameter is not set, instances in this fleet default to no * protection. You can change a fleet's protection policy using * UpdateFleetAttributes, but this change will only affect sessions created * after the policy change. You can also set protection for individual * instances using UpdateGameSession. *

    *
  • NoProtection – The game session can be terminated during a * scale-down event.
  • *
  • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a scale-down * event.
  • *
*

* * @param newGameSessionProtectionPolicy * Game session protection policy to apply to all instances in this * fleet. If this parameter is not set, instances in this fleet * default to no protection. You can change a fleet's protection * policy using UpdateFleetAttributes, but this change will only * affect sessions created after the policy change. You can also set * protection for individual instances using * UpdateGameSession. *
    *
  • NoProtection – The game session can be terminated * during a scale-down event.
  • *
  • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a * scale-down event.
  • *
* @see ProtectionPolicy */ public void setNewGameSessionProtectionPolicy( String newGameSessionProtectionPolicy) { this.newGameSessionProtectionPolicy = newGameSessionProtectionPolicy; } /** *

* Game session protection policy to apply to all instances in this fleet. * If this parameter is not set, instances in this fleet default to no * protection. You can change a fleet's protection policy using * UpdateFleetAttributes, but this change will only affect sessions created * after the policy change. You can also set protection for individual * instances using UpdateGameSession. *

    *
  • NoProtection – The game session can be terminated during a * scale-down event.
  • *
  • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a scale-down * event.
  • *
*

* * @return Game session protection policy to apply to all instances in this * fleet. If this parameter is not set, instances in this fleet * default to no protection. You can change a fleet's protection * policy using UpdateFleetAttributes, but this change will only * affect sessions created after the policy change. You can also set * protection for individual instances using * UpdateGameSession. *
    *
  • NoProtection – The game session can be terminated * during a scale-down event.
  • *
  • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a * scale-down event.
  • *
* @see ProtectionPolicy */ public String getNewGameSessionProtectionPolicy() { return this.newGameSessionProtectionPolicy; } /** *

* Game session protection policy to apply to all instances in this fleet. * If this parameter is not set, instances in this fleet default to no * protection. You can change a fleet's protection policy using * UpdateFleetAttributes, but this change will only affect sessions created * after the policy change. You can also set protection for individual * instances using UpdateGameSession. *

    *
  • NoProtection – The game session can be terminated during a * scale-down event.
  • *
  • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a scale-down * event.
  • *
*

* * @param newGameSessionProtectionPolicy * Game session protection policy to apply to all instances in this * fleet. If this parameter is not set, instances in this fleet * default to no protection. You can change a fleet's protection * policy using UpdateFleetAttributes, but this change will only * affect sessions created after the policy change. You can also set * protection for individual instances using * UpdateGameSession. *
    *
  • NoProtection – The game session can be terminated * during a scale-down event.
  • *
  • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a * scale-down event.
  • *
* @return Returns a reference to this object so that method calls can be * chained together. * @see ProtectionPolicy */ public CreateFleetRequest withNewGameSessionProtectionPolicy( String newGameSessionProtectionPolicy) { setNewGameSessionProtectionPolicy(newGameSessionProtectionPolicy); return this; } /** *

* Game session protection policy to apply to all instances in this fleet. * If this parameter is not set, instances in this fleet default to no * protection. You can change a fleet's protection policy using * UpdateFleetAttributes, but this change will only affect sessions created * after the policy change. You can also set protection for individual * instances using UpdateGameSession. *

    *
  • NoProtection – The game session can be terminated during a * scale-down event.
  • *
  • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a scale-down * event.
  • *
*

* * @param newGameSessionProtectionPolicy * Game session protection policy to apply to all instances in this * fleet. If this parameter is not set, instances in this fleet * default to no protection. You can change a fleet's protection * policy using UpdateFleetAttributes, but this change will only * affect sessions created after the policy change. You can also set * protection for individual instances using * UpdateGameSession. *
    *
  • NoProtection – The game session can be terminated * during a scale-down event.
  • *
  • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a * scale-down event.
  • *
* @see ProtectionPolicy */ public void setNewGameSessionProtectionPolicy( ProtectionPolicy newGameSessionProtectionPolicy) { this.newGameSessionProtectionPolicy = newGameSessionProtectionPolicy .toString(); } /** *

* Game session protection policy to apply to all instances in this fleet. * If this parameter is not set, instances in this fleet default to no * protection. You can change a fleet's protection policy using * UpdateFleetAttributes, but this change will only affect sessions created * after the policy change. You can also set protection for individual * instances using UpdateGameSession. *

    *
  • NoProtection – The game session can be terminated during a * scale-down event.
  • *
  • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a scale-down * event.
  • *
*

* * @param newGameSessionProtectionPolicy * Game session protection policy to apply to all instances in this * fleet. If this parameter is not set, instances in this fleet * default to no protection. You can change a fleet's protection * policy using UpdateFleetAttributes, but this change will only * affect sessions created after the policy change. You can also set * protection for individual instances using * UpdateGameSession. *
    *
  • NoProtection – The game session can be terminated * during a scale-down event.
  • *
  • FullProtection – If the game session is in an * ACTIVE status, it cannot be terminated during a * scale-down event.
  • *
* @return Returns a reference to this object so that method calls can be * chained together. * @see ProtectionPolicy */ public CreateFleetRequest withNewGameSessionProtectionPolicy( ProtectionPolicy newGameSessionProtectionPolicy) { setNewGameSessionProtectionPolicy(newGameSessionProtectionPolicy); return this; } /** *

* Instructions for launching server processes on each instance in the * fleet. The runtime configuration for a fleet has a collection of server * process configurations, one for each type of server process to run on an * instance. A server process configuration specifies the location of the * server executable, launch parameters, and the number of concurrent * processes with that configuration to maintain on each instance. A * CreateFleet request must include a runtime configuration * with at least one server process configuration; otherwise the request * will fail with an invalid request exception. (This parameter replaces the * parameters ServerLaunchPath and * ServerLaunchParameters; requests that contain values for * these parameters instead of a runtime configuration will continue to * work.) *

* * @param runtimeConfiguration * Instructions for launching server processes on each instance in * the fleet. The runtime configuration for a fleet has a collection * of server process configurations, one for each type of server * process to run on an instance. A server process configuration * specifies the location of the server executable, launch * parameters, and the number of concurrent processes with that * configuration to maintain on each instance. A * CreateFleet request must include a runtime * configuration with at least one server process configuration; * otherwise the request will fail with an invalid request exception. * (This parameter replaces the parameters * ServerLaunchPath and * ServerLaunchParameters; requests that contain values * for these parameters instead of a runtime configuration will * continue to work.) */ public void setRuntimeConfiguration( RuntimeConfiguration runtimeConfiguration) { this.runtimeConfiguration = runtimeConfiguration; } /** *

* Instructions for launching server processes on each instance in the * fleet. The runtime configuration for a fleet has a collection of server * process configurations, one for each type of server process to run on an * instance. A server process configuration specifies the location of the * server executable, launch parameters, and the number of concurrent * processes with that configuration to maintain on each instance. A * CreateFleet request must include a runtime configuration * with at least one server process configuration; otherwise the request * will fail with an invalid request exception. (This parameter replaces the * parameters ServerLaunchPath and * ServerLaunchParameters; requests that contain values for * these parameters instead of a runtime configuration will continue to * work.) *

* * @return Instructions for launching server processes on each instance in * the fleet. The runtime configuration for a fleet has a collection * of server process configurations, one for each type of server * process to run on an instance. A server process configuration * specifies the location of the server executable, launch * parameters, and the number of concurrent processes with that * configuration to maintain on each instance. A * CreateFleet request must include a runtime * configuration with at least one server process configuration; * otherwise the request will fail with an invalid request * exception. (This parameter replaces the parameters * ServerLaunchPath and * ServerLaunchParameters; requests that contain values * for these parameters instead of a runtime configuration will * continue to work.) */ public RuntimeConfiguration getRuntimeConfiguration() { return this.runtimeConfiguration; } /** *

* Instructions for launching server processes on each instance in the * fleet. The runtime configuration for a fleet has a collection of server * process configurations, one for each type of server process to run on an * instance. A server process configuration specifies the location of the * server executable, launch parameters, and the number of concurrent * processes with that configuration to maintain on each instance. A * CreateFleet request must include a runtime configuration * with at least one server process configuration; otherwise the request * will fail with an invalid request exception. (This parameter replaces the * parameters ServerLaunchPath and * ServerLaunchParameters; requests that contain values for * these parameters instead of a runtime configuration will continue to * work.) *

* * @param runtimeConfiguration * Instructions for launching server processes on each instance in * the fleet. The runtime configuration for a fleet has a collection * of server process configurations, one for each type of server * process to run on an instance. A server process configuration * specifies the location of the server executable, launch * parameters, and the number of concurrent processes with that * configuration to maintain on each instance. A * CreateFleet request must include a runtime * configuration with at least one server process configuration; * otherwise the request will fail with an invalid request exception. * (This parameter replaces the parameters * ServerLaunchPath and * ServerLaunchParameters; requests that contain values * for these parameters instead of a runtime configuration will * continue to work.) * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withRuntimeConfiguration( RuntimeConfiguration runtimeConfiguration) { setRuntimeConfiguration(runtimeConfiguration); return this; } /** * Returns a string representation of this object; useful for testing and * debugging. * * @return A string representation of this object. * * @see java.lang.Object#toString() */ @Override public String toString() { StringBuilder sb = new StringBuilder(); sb.append("{"); if (getName() != null) sb.append("Name: " + getName() + ","); if (getDescription() != null) sb.append("Description: " + getDescription() + ","); if (getBuildId() != null) sb.append("BuildId: " + getBuildId() + ","); if (getServerLaunchPath() != null) sb.append("ServerLaunchPath: " + getServerLaunchPath() + ","); if (getServerLaunchParameters() != null) sb.append("ServerLaunchParameters: " + getServerLaunchParameters() + ","); if (getLogPaths() != null) sb.append("LogPaths: " + getLogPaths() + ","); if (getEC2InstanceType() != null) sb.append("EC2InstanceType: " + getEC2InstanceType() + ","); if (getEC2InboundPermissions() != null) sb.append("EC2InboundPermissions: " + getEC2InboundPermissions() + ","); if (getNewGameSessionProtectionPolicy() != null) sb.append("NewGameSessionProtectionPolicy: " + getNewGameSessionProtectionPolicy() + ","); if (getRuntimeConfiguration() != null) sb.append("RuntimeConfiguration: " + getRuntimeConfiguration()); sb.append("}"); return sb.toString(); } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj == null) return false; if (obj instanceof CreateFleetRequest == false) return false; CreateFleetRequest other = (CreateFleetRequest) obj; if (other.getName() == null ^ this.getName() == null) return false; if (other.getName() != null && other.getName().equals(this.getName()) == false) return false; if (other.getDescription() == null ^ this.getDescription() == null) return false; if (other.getDescription() != null && other.getDescription().equals(this.getDescription()) == false) return false; if (other.getBuildId() == null ^ this.getBuildId() == null) return false; if (other.getBuildId() != null && other.getBuildId().equals(this.getBuildId()) == false) return false; if (other.getServerLaunchPath() == null ^ this.getServerLaunchPath() == null) return false; if (other.getServerLaunchPath() != null && other.getServerLaunchPath().equals( this.getServerLaunchPath()) == false) return false; if (other.getServerLaunchParameters() == null ^ this.getServerLaunchParameters() == null) return false; if (other.getServerLaunchParameters() != null && other.getServerLaunchParameters().equals( this.getServerLaunchParameters()) == false) return false; if (other.getLogPaths() == null ^ this.getLogPaths() == null) return false; if (other.getLogPaths() != null && other.getLogPaths().equals(this.getLogPaths()) == false) return false; if (other.getEC2InstanceType() == null ^ this.getEC2InstanceType() == null) return false; if (other.getEC2InstanceType() != null && other.getEC2InstanceType().equals(this.getEC2InstanceType()) == false) return false; if (other.getEC2InboundPermissions() == null ^ this.getEC2InboundPermissions() == null) return false; if (other.getEC2InboundPermissions() != null && other.getEC2InboundPermissions().equals( this.getEC2InboundPermissions()) == false) return false; if (other.getNewGameSessionProtectionPolicy() == null ^ this.getNewGameSessionProtectionPolicy() == null) return false; if (other.getNewGameSessionProtectionPolicy() != null && other.getNewGameSessionProtectionPolicy().equals( this.getNewGameSessionProtectionPolicy()) == false) return false; if (other.getRuntimeConfiguration() == null ^ this.getRuntimeConfiguration() == null) return false; if (other.getRuntimeConfiguration() != null && other.getRuntimeConfiguration().equals( this.getRuntimeConfiguration()) == false) return false; return true; } @Override public int hashCode() { final int prime = 31; int hashCode = 1; hashCode = prime * hashCode + ((getName() == null) ? 0 : getName().hashCode()); hashCode = prime * hashCode + ((getDescription() == null) ? 0 : getDescription().hashCode()); hashCode = prime * hashCode + ((getBuildId() == null) ? 0 : getBuildId().hashCode()); hashCode = prime * hashCode + ((getServerLaunchPath() == null) ? 0 : getServerLaunchPath() .hashCode()); hashCode = prime * hashCode + ((getServerLaunchParameters() == null) ? 0 : getServerLaunchParameters().hashCode()); hashCode = prime * hashCode + ((getLogPaths() == null) ? 0 : getLogPaths().hashCode()); hashCode = prime * hashCode + ((getEC2InstanceType() == null) ? 0 : getEC2InstanceType() .hashCode()); hashCode = prime * hashCode + ((getEC2InboundPermissions() == null) ? 0 : getEC2InboundPermissions().hashCode()); hashCode = prime * hashCode + ((getNewGameSessionProtectionPolicy() == null) ? 0 : getNewGameSessionProtectionPolicy().hashCode()); hashCode = prime * hashCode + ((getRuntimeConfiguration() == null) ? 0 : getRuntimeConfiguration().hashCode()); return hashCode; } @Override public CreateFleetRequest clone() { return (CreateFleetRequest) super.clone(); } }




© 2015 - 2025 Weber Informatics LLC | Privacy Policy