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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).

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/*
 * 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;

/**
 * 

* Properties describing a player session. *

*/ public class PlayerSession implements Serializable, Cloneable { /** *

* Unique identifier for a player session. *

*/ private String playerSessionId; /** *

* Unique identifier for a player. *

*/ private String playerId; /** *

* Unique identifier for a game session. *

*/ private String gameSessionId; /** *

* Unique identifier for a fleet. *

*/ private String fleetId; /** *

* Time stamp indicating when this object was created. Format is an integer * representing the number of seconds since the Unix epoch (Unix time). *

*/ private java.util.Date creationTime; /** *

* Time stamp indicating when this fleet was terminated. Format is an * integer representing the number of seconds since the Unix epoch (Unix * time). *

*/ private java.util.Date terminationTime; /** *

* Current status of the player session. Possible player session states * include the following: *

    *
  • RESERVED – The player session request has been received, but * the player has not yet connected to the server process and/or been * validated.
  • *
  • ACTIVE – The player has been validated by the server process * and is currently connected.
  • *
  • COMPLETED – The player connection has been dropped.
  • *
  • TIMEDOUT – A player session request was received, but the * player did not connect and/or was not validated within the time-out limit * (60 seconds).
  • *
*

*/ private String status; /** *

* Game session IP address. All player sessions reference the game session * location. *

*/ private String ipAddress; /** *

* Port number for the game session. To connect to a GameLift server * process, an app needs both the IP address and port number. *

*/ private Integer port; /** *

* Unique identifier for a player session. *

* * @param playerSessionId * Unique identifier for a player session. */ public void setPlayerSessionId(String playerSessionId) { this.playerSessionId = playerSessionId; } /** *

* Unique identifier for a player session. *

* * @return Unique identifier for a player session. */ public String getPlayerSessionId() { return this.playerSessionId; } /** *

* Unique identifier for a player session. *

* * @param playerSessionId * Unique identifier for a player session. * @return Returns a reference to this object so that method calls can be * chained together. */ public PlayerSession withPlayerSessionId(String playerSessionId) { setPlayerSessionId(playerSessionId); return this; } /** *

* Unique identifier for a player. *

* * @param playerId * Unique identifier for a player. */ public void setPlayerId(String playerId) { this.playerId = playerId; } /** *

* Unique identifier for a player. *

* * @return Unique identifier for a player. */ public String getPlayerId() { return this.playerId; } /** *

* Unique identifier for a player. *

* * @param playerId * Unique identifier for a player. * @return Returns a reference to this object so that method calls can be * chained together. */ public PlayerSession withPlayerId(String playerId) { setPlayerId(playerId); return this; } /** *

* Unique identifier for a game session. *

* * @param gameSessionId * Unique identifier for a game session. */ public void setGameSessionId(String gameSessionId) { this.gameSessionId = gameSessionId; } /** *

* Unique identifier for a game session. *

* * @return Unique identifier for a game session. */ public String getGameSessionId() { return this.gameSessionId; } /** *

* Unique identifier for a game session. *

* * @param gameSessionId * Unique identifier for a game session. * @return Returns a reference to this object so that method calls can be * chained together. */ public PlayerSession withGameSessionId(String gameSessionId) { setGameSessionId(gameSessionId); return this; } /** *

* Unique identifier for a fleet. *

* * @param fleetId * Unique identifier for a fleet. */ public void setFleetId(String fleetId) { this.fleetId = fleetId; } /** *

* Unique identifier for a fleet. *

* * @return Unique identifier for a fleet. */ public String getFleetId() { return this.fleetId; } /** *

* Unique identifier for a fleet. *

* * @param fleetId * Unique identifier for a fleet. * @return Returns a reference to this object so that method calls can be * chained together. */ public PlayerSession withFleetId(String fleetId) { setFleetId(fleetId); return this; } /** *

* Time stamp indicating when this object was created. Format is an integer * representing the number of seconds since the Unix epoch (Unix time). *

* * @param creationTime * Time stamp indicating when this object was created. Format is an * integer representing the number of seconds since the Unix epoch * (Unix time). */ public void setCreationTime(java.util.Date creationTime) { this.creationTime = creationTime; } /** *

* Time stamp indicating when this object was created. Format is an integer * representing the number of seconds since the Unix epoch (Unix time). *

* * @return Time stamp indicating when this object was created. Format is an * integer representing the number of seconds since the Unix epoch * (Unix time). */ public java.util.Date getCreationTime() { return this.creationTime; } /** *

* Time stamp indicating when this object was created. Format is an integer * representing the number of seconds since the Unix epoch (Unix time). *

* * @param creationTime * Time stamp indicating when this object was created. Format is an * integer representing the number of seconds since the Unix epoch * (Unix time). * @return Returns a reference to this object so that method calls can be * chained together. */ public PlayerSession withCreationTime(java.util.Date creationTime) { setCreationTime(creationTime); return this; } /** *

* Time stamp indicating when this fleet was terminated. Format is an * integer representing the number of seconds since the Unix epoch (Unix * time). *

* * @param terminationTime * Time stamp indicating when this fleet was terminated. Format is an * integer representing the number of seconds since the Unix epoch * (Unix time). */ public void setTerminationTime(java.util.Date terminationTime) { this.terminationTime = terminationTime; } /** *

* Time stamp indicating when this fleet was terminated. Format is an * integer representing the number of seconds since the Unix epoch (Unix * time). *

* * @return Time stamp indicating when this fleet was terminated. Format is * an integer representing the number of seconds since the Unix * epoch (Unix time). */ public java.util.Date getTerminationTime() { return this.terminationTime; } /** *

* Time stamp indicating when this fleet was terminated. Format is an * integer representing the number of seconds since the Unix epoch (Unix * time). *

* * @param terminationTime * Time stamp indicating when this fleet was terminated. Format is an * integer representing the number of seconds since the Unix epoch * (Unix time). * @return Returns a reference to this object so that method calls can be * chained together. */ public PlayerSession withTerminationTime(java.util.Date terminationTime) { setTerminationTime(terminationTime); return this; } /** *

* Current status of the player session. Possible player session states * include the following: *

    *
  • RESERVED – The player session request has been received, but * the player has not yet connected to the server process and/or been * validated.
  • *
  • ACTIVE – The player has been validated by the server process * and is currently connected.
  • *
  • COMPLETED – The player connection has been dropped.
  • *
  • TIMEDOUT – A player session request was received, but the * player did not connect and/or was not validated within the time-out limit * (60 seconds).
  • *
*

* * @param status * Current status of the player session. Possible player session * states include the following: *
    *
  • RESERVED – The player session request has been * received, but the player has not yet connected to the server * process and/or been validated.
  • *
  • ACTIVE – The player has been validated by the server * process and is currently connected.
  • *
  • COMPLETED – The player connection has been dropped.
  • *
  • TIMEDOUT – A player session request was received, but * the player did not connect and/or was not validated within the * time-out limit (60 seconds).
  • *
* @see PlayerSessionStatus */ public void setStatus(String status) { this.status = status; } /** *

* Current status of the player session. Possible player session states * include the following: *

    *
  • RESERVED – The player session request has been received, but * the player has not yet connected to the server process and/or been * validated.
  • *
  • ACTIVE – The player has been validated by the server process * and is currently connected.
  • *
  • COMPLETED – The player connection has been dropped.
  • *
  • TIMEDOUT – A player session request was received, but the * player did not connect and/or was not validated within the time-out limit * (60 seconds).
  • *
*

* * @return Current status of the player session. Possible player session * states include the following: *
    *
  • RESERVED – The player session request has been * received, but the player has not yet connected to the server * process and/or been validated.
  • *
  • ACTIVE – The player has been validated by the server * process and is currently connected.
  • *
  • COMPLETED – The player connection has been dropped.
  • *
  • TIMEDOUT – A player session request was received, but * the player did not connect and/or was not validated within the * time-out limit (60 seconds).
  • *
* @see PlayerSessionStatus */ public String getStatus() { return this.status; } /** *

* Current status of the player session. Possible player session states * include the following: *

    *
  • RESERVED – The player session request has been received, but * the player has not yet connected to the server process and/or been * validated.
  • *
  • ACTIVE – The player has been validated by the server process * and is currently connected.
  • *
  • COMPLETED – The player connection has been dropped.
  • *
  • TIMEDOUT – A player session request was received, but the * player did not connect and/or was not validated within the time-out limit * (60 seconds).
  • *
*

* * @param status * Current status of the player session. Possible player session * states include the following: *
    *
  • RESERVED – The player session request has been * received, but the player has not yet connected to the server * process and/or been validated.
  • *
  • ACTIVE – The player has been validated by the server * process and is currently connected.
  • *
  • COMPLETED – The player connection has been dropped.
  • *
  • TIMEDOUT – A player session request was received, but * the player did not connect and/or was not validated within the * time-out limit (60 seconds).
  • *
* @return Returns a reference to this object so that method calls can be * chained together. * @see PlayerSessionStatus */ public PlayerSession withStatus(String status) { setStatus(status); return this; } /** *

* Current status of the player session. Possible player session states * include the following: *

    *
  • RESERVED – The player session request has been received, but * the player has not yet connected to the server process and/or been * validated.
  • *
  • ACTIVE – The player has been validated by the server process * and is currently connected.
  • *
  • COMPLETED – The player connection has been dropped.
  • *
  • TIMEDOUT – A player session request was received, but the * player did not connect and/or was not validated within the time-out limit * (60 seconds).
  • *
*

* * @param status * Current status of the player session. Possible player session * states include the following: *
    *
  • RESERVED – The player session request has been * received, but the player has not yet connected to the server * process and/or been validated.
  • *
  • ACTIVE – The player has been validated by the server * process and is currently connected.
  • *
  • COMPLETED – The player connection has been dropped.
  • *
  • TIMEDOUT – A player session request was received, but * the player did not connect and/or was not validated within the * time-out limit (60 seconds).
  • *
* @see PlayerSessionStatus */ public void setStatus(PlayerSessionStatus status) { this.status = status.toString(); } /** *

* Current status of the player session. Possible player session states * include the following: *

    *
  • RESERVED – The player session request has been received, but * the player has not yet connected to the server process and/or been * validated.
  • *
  • ACTIVE – The player has been validated by the server process * and is currently connected.
  • *
  • COMPLETED – The player connection has been dropped.
  • *
  • TIMEDOUT – A player session request was received, but the * player did not connect and/or was not validated within the time-out limit * (60 seconds).
  • *
*

* * @param status * Current status of the player session. Possible player session * states include the following: *
    *
  • RESERVED – The player session request has been * received, but the player has not yet connected to the server * process and/or been validated.
  • *
  • ACTIVE – The player has been validated by the server * process and is currently connected.
  • *
  • COMPLETED – The player connection has been dropped.
  • *
  • TIMEDOUT – A player session request was received, but * the player did not connect and/or was not validated within the * time-out limit (60 seconds).
  • *
* @return Returns a reference to this object so that method calls can be * chained together. * @see PlayerSessionStatus */ public PlayerSession withStatus(PlayerSessionStatus status) { setStatus(status); return this; } /** *

* Game session IP address. All player sessions reference the game session * location. *

* * @param ipAddress * Game session IP address. All player sessions reference the game * session location. */ public void setIpAddress(String ipAddress) { this.ipAddress = ipAddress; } /** *

* Game session IP address. All player sessions reference the game session * location. *

* * @return Game session IP address. All player sessions reference the game * session location. */ public String getIpAddress() { return this.ipAddress; } /** *

* Game session IP address. All player sessions reference the game session * location. *

* * @param ipAddress * Game session IP address. All player sessions reference the game * session location. * @return Returns a reference to this object so that method calls can be * chained together. */ public PlayerSession withIpAddress(String ipAddress) { setIpAddress(ipAddress); return this; } /** *

* Port number for the game session. To connect to a GameLift server * process, an app needs both the IP address and port number. *

* * @param port * Port number for the game session. To connect to a GameLift server * process, an app needs both the IP address and port number. */ public void setPort(Integer port) { this.port = port; } /** *

* Port number for the game session. To connect to a GameLift server * process, an app needs both the IP address and port number. *

* * @return Port number for the game session. To connect to a GameLift server * process, an app needs both the IP address and port number. */ public Integer getPort() { return this.port; } /** *

* Port number for the game session. To connect to a GameLift server * process, an app needs both the IP address and port number. *

* * @param port * Port number for the game session. To connect to a GameLift server * process, an app needs both the IP address and port number. * @return Returns a reference to this object so that method calls can be * chained together. */ public PlayerSession withPort(Integer port) { setPort(port); 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 (getPlayerSessionId() != null) sb.append("PlayerSessionId: " + getPlayerSessionId() + ","); if (getPlayerId() != null) sb.append("PlayerId: " + getPlayerId() + ","); if (getGameSessionId() != null) sb.append("GameSessionId: " + getGameSessionId() + ","); if (getFleetId() != null) sb.append("FleetId: " + getFleetId() + ","); if (getCreationTime() != null) sb.append("CreationTime: " + getCreationTime() + ","); if (getTerminationTime() != null) sb.append("TerminationTime: " + getTerminationTime() + ","); if (getStatus() != null) sb.append("Status: " + getStatus() + ","); if (getIpAddress() != null) sb.append("IpAddress: " + getIpAddress() + ","); if (getPort() != null) sb.append("Port: " + getPort()); sb.append("}"); return sb.toString(); } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj == null) return false; if (obj instanceof PlayerSession == false) return false; PlayerSession other = (PlayerSession) obj; if (other.getPlayerSessionId() == null ^ this.getPlayerSessionId() == null) return false; if (other.getPlayerSessionId() != null && other.getPlayerSessionId().equals(this.getPlayerSessionId()) == false) return false; if (other.getPlayerId() == null ^ this.getPlayerId() == null) return false; if (other.getPlayerId() != null && other.getPlayerId().equals(this.getPlayerId()) == 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.getFleetId() == null ^ this.getFleetId() == null) return false; if (other.getFleetId() != null && other.getFleetId().equals(this.getFleetId()) == false) return false; if (other.getCreationTime() == null ^ this.getCreationTime() == null) return false; if (other.getCreationTime() != null && other.getCreationTime().equals(this.getCreationTime()) == false) return false; if (other.getTerminationTime() == null ^ this.getTerminationTime() == null) return false; if (other.getTerminationTime() != null && other.getTerminationTime().equals(this.getTerminationTime()) == false) return false; if (other.getStatus() == null ^ this.getStatus() == null) return false; if (other.getStatus() != null && other.getStatus().equals(this.getStatus()) == false) return false; if (other.getIpAddress() == null ^ this.getIpAddress() == null) return false; if (other.getIpAddress() != null && other.getIpAddress().equals(this.getIpAddress()) == false) return false; if (other.getPort() == null ^ this.getPort() == null) return false; if (other.getPort() != null && other.getPort().equals(this.getPort()) == false) return false; return true; } @Override public int hashCode() { final int prime = 31; int hashCode = 1; hashCode = prime * hashCode + ((getPlayerSessionId() == null) ? 0 : getPlayerSessionId() .hashCode()); hashCode = prime * hashCode + ((getPlayerId() == null) ? 0 : getPlayerId().hashCode()); hashCode = prime * hashCode + ((getGameSessionId() == null) ? 0 : getGameSessionId() .hashCode()); hashCode = prime * hashCode + ((getFleetId() == null) ? 0 : getFleetId().hashCode()); hashCode = prime * hashCode + ((getCreationTime() == null) ? 0 : getCreationTime() .hashCode()); hashCode = prime * hashCode + ((getTerminationTime() == null) ? 0 : getTerminationTime() .hashCode()); hashCode = prime * hashCode + ((getStatus() == null) ? 0 : getStatus().hashCode()); hashCode = prime * hashCode + ((getIpAddress() == null) ? 0 : getIpAddress().hashCode()); hashCode = prime * hashCode + ((getPort() == null) ? 0 : getPort().hashCode()); return hashCode; } @Override public PlayerSession clone() { try { return (PlayerSession) super.clone(); } catch (CloneNotSupportedException e) { throw new IllegalStateException( "Got a CloneNotSupportedException from Object.clone() " + "even though we're Cloneable!", e); } } }




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