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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 2010-2016 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 this fleet. Fleet names do not need to * be unique. *

*/ private String name; /** *

* Human-readable description of the fleet. *

*/ private String description; /** *

* Unique identifier for the build you want the new fleet to use. *

*/ private String buildId; /** *

* Path to the launch executable for the game server. A game server is built * into a C:\game drive. This value must be expressed as * C:\game\[launchpath]. Example: If, when built, your game * server files are in a folder called "MyGame", your log path should be * C:\game\MyGame\server.exe. *

*/ private String serverLaunchPath; /** *

* Parameters required to launch your game server. These parameters should * be expressed as a string of command-line parameters. Example: * "+sv_port 33435 +start_lobby". *

*/ private String serverLaunchParameters; /** *

* Path to game-session log files generated by your game server. Once a game * session has been terminated, Amazon GameLift captures and stores the logs * on Amazon S3. Use the GameLift console to access the stored logs. *

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

* Type of EC2 instances used in the fleet. EC2 instance types define the * CPU, memory, storage, and networking capacity of the fleetaposs hosts. * Amazon GameLift supports the EC2 instance types listed below. See Amazon EC2 Instance * Types for detailed descriptions of each. *

*/ private String eC2InstanceType; /** *

* Access limits for incoming traffic. Setting these values limits game * server access to incoming traffic using specified IP ranges and port * numbers. Some ports in a range may be restricted. You can provide one or * more sets of permissions for the fleet. *

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

* Game session protection policy to apply to all instances created in this * fleet. If this parameter is not set, new instances in this fleet will * default to no protection. Protection can be set 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; /** *

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

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

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

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

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

* * @param name * Descriptive label associated with this 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 the fleet. *

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

* Human-readable description of the fleet. *

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

* Human-readable description of the fleet. *

* * @param description * Human-readable description of the 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 for the build you want the new fleet to use. *

* * @param buildId * Unique identifier for the build you want the new fleet to use. */ public void setBuildId(String buildId) { this.buildId = buildId; } /** *

* Unique identifier for the build you want the new fleet to use. *

* * @return Unique identifier for the build you want the new fleet to use. */ public String getBuildId() { return this.buildId; } /** *

* Unique identifier for the build you want the new fleet to use. *

* * @param buildId * Unique identifier for the build you want the new fleet to use. * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withBuildId(String buildId) { setBuildId(buildId); return this; } /** *

* Path to the launch executable for the game server. A game server is built * into a C:\game drive. This value must be expressed as * C:\game\[launchpath]. Example: If, when built, your game * server files are in a folder called "MyGame", your log path should be * C:\game\MyGame\server.exe. *

* * @param serverLaunchPath * Path to the launch executable for the game server. A game server * is built into a C:\game drive. This value must be * expressed as C:\game\[launchpath]. Example: If, when * built, your game server files are in a folder called "MyGame", * your log path should be C:\game\MyGame\server.exe. */ public void setServerLaunchPath(String serverLaunchPath) { this.serverLaunchPath = serverLaunchPath; } /** *

* Path to the launch executable for the game server. A game server is built * into a C:\game drive. This value must be expressed as * C:\game\[launchpath]. Example: If, when built, your game * server files are in a folder called "MyGame", your log path should be * C:\game\MyGame\server.exe. *

* * @return Path to the launch executable for the game server. A game server * is built into a C:\game drive. This value must be * expressed as C:\game\[launchpath]. Example: If, when * built, your game server files are in a folder called "MyGame", * your log path should be C:\game\MyGame\server.exe. */ public String getServerLaunchPath() { return this.serverLaunchPath; } /** *

* Path to the launch executable for the game server. A game server is built * into a C:\game drive. This value must be expressed as * C:\game\[launchpath]. Example: If, when built, your game * server files are in a folder called "MyGame", your log path should be * C:\game\MyGame\server.exe. *

* * @param serverLaunchPath * Path to the launch executable for the game server. A game server * is built into a C:\game drive. This value must be * expressed as C:\game\[launchpath]. Example: If, when * built, your game server files are in a folder called "MyGame", * your log path should be C:\game\MyGame\server.exe. * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withServerLaunchPath(String serverLaunchPath) { setServerLaunchPath(serverLaunchPath); return this; } /** *

* Parameters required to launch your game server. These parameters should * be expressed as a string of command-line parameters. Example: * "+sv_port 33435 +start_lobby". *

* * @param serverLaunchParameters * Parameters required to launch your game server. These parameters * should be expressed as a string of command-line parameters. * Example: "+sv_port 33435 +start_lobby". */ public void setServerLaunchParameters(String serverLaunchParameters) { this.serverLaunchParameters = serverLaunchParameters; } /** *

* Parameters required to launch your game server. These parameters should * be expressed as a string of command-line parameters. Example: * "+sv_port 33435 +start_lobby". *

* * @return Parameters required to launch your game server. These parameters * should be expressed as a string of command-line parameters. * Example: "+sv_port 33435 +start_lobby". */ public String getServerLaunchParameters() { return this.serverLaunchParameters; } /** *

* Parameters required to launch your game server. These parameters should * be expressed as a string of command-line parameters. Example: * "+sv_port 33435 +start_lobby". *

* * @param serverLaunchParameters * Parameters required to launch your game server. These parameters * should be expressed as a string of command-line parameters. * Example: "+sv_port 33435 +start_lobby". * @return Returns a reference to this object so that method calls can be * chained together. */ public CreateFleetRequest withServerLaunchParameters( String serverLaunchParameters) { setServerLaunchParameters(serverLaunchParameters); return this; } /** *

* Path to game-session log files generated by your game server. Once a game * session has been terminated, Amazon GameLift captures and stores the logs * on Amazon S3. Use the GameLift console to access the stored logs. *

* * @return Path to game-session log files generated by your game server. * Once a game session has been terminated, Amazon GameLift captures * and stores the logs on Amazon S3. Use the GameLift console to * access the stored logs. */ public java.util.List getLogPaths() { return logPaths; } /** *

* Path to game-session log files generated by your game server. Once a game * session has been terminated, Amazon GameLift captures and stores the logs * on Amazon S3. Use the GameLift console to access the stored logs. *

* * @param logPaths * Path to game-session log files generated by your game server. Once * a game session has been terminated, Amazon GameLift captures and * stores the logs on Amazon S3. Use the GameLift console to access * the stored logs. */ public void setLogPaths(java.util.Collection logPaths) { if (logPaths == null) { this.logPaths = null; return; } this.logPaths = new java.util.ArrayList(logPaths); } /** *

* Path to game-session log files generated by your game server. Once a game * session has been terminated, Amazon GameLift captures and stores the logs * on Amazon S3. Use the GameLift console to access the 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 * Path to game-session log files generated by your game server. Once * a game session has been terminated, Amazon GameLift captures and * stores the logs on Amazon S3. Use the GameLift console to access * the 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; } /** *

* Path to game-session log files generated by your game server. Once a game * session has been terminated, Amazon GameLift captures and stores the logs * on Amazon S3. Use the GameLift console to access the stored logs. *

* * @param logPaths * Path to game-session log files generated by your game server. Once * a game session has been terminated, Amazon GameLift captures and * stores the logs on Amazon S3. Use the GameLift console to access * the 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; } /** *

* Type of EC2 instances used in the fleet. EC2 instance types define the * CPU, memory, storage, and networking capacity of the fleetaposs hosts. * Amazon GameLift supports the EC2 instance types listed below. See Amazon EC2 Instance * Types for detailed descriptions of each. *

* * @param eC2InstanceType * Type of EC2 instances used in the fleet. EC2 instance types define * the CPU, memory, storage, and networking capacity of the * fleetaposs hosts. Amazon GameLift supports the EC2 instance types * listed below. See Amazon EC2 * Instance Types for detailed descriptions of each. * @see EC2InstanceType */ public void setEC2InstanceType(String eC2InstanceType) { this.eC2InstanceType = eC2InstanceType; } /** *

* Type of EC2 instances used in the fleet. EC2 instance types define the * CPU, memory, storage, and networking capacity of the fleetaposs hosts. * Amazon GameLift supports the EC2 instance types listed below. See Amazon EC2 Instance * Types for detailed descriptions of each. *

* * @return Type of EC2 instances used in the fleet. EC2 instance types * define the CPU, memory, storage, and networking capacity of the * fleetaposs hosts. Amazon GameLift supports the EC2 instance types * listed below. See Amazon EC2 * Instance Types for detailed descriptions of each. * @see EC2InstanceType */ public String getEC2InstanceType() { return this.eC2InstanceType; } /** *

* Type of EC2 instances used in the fleet. EC2 instance types define the * CPU, memory, storage, and networking capacity of the fleetaposs hosts. * Amazon GameLift supports the EC2 instance types listed below. See Amazon EC2 Instance * Types for detailed descriptions of each. *

* * @param eC2InstanceType * Type of EC2 instances used in the fleet. EC2 instance types define * the CPU, memory, storage, and networking capacity of the * fleetaposs hosts. Amazon GameLift supports the EC2 instance types * listed below. See Amazon EC2 * Instance Types for detailed descriptions of each. * @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; } /** *

* Type of EC2 instances used in the fleet. EC2 instance types define the * CPU, memory, storage, and networking capacity of the fleetaposs hosts. * Amazon GameLift supports the EC2 instance types listed below. See Amazon EC2 Instance * Types for detailed descriptions of each. *

* * @param eC2InstanceType * Type of EC2 instances used in the fleet. EC2 instance types define * the CPU, memory, storage, and networking capacity of the * fleetaposs hosts. Amazon GameLift supports the EC2 instance types * listed below. See Amazon EC2 * Instance Types for detailed descriptions of each. * @see EC2InstanceType */ public void setEC2InstanceType(EC2InstanceType eC2InstanceType) { this.eC2InstanceType = eC2InstanceType.toString(); } /** *

* Type of EC2 instances used in the fleet. EC2 instance types define the * CPU, memory, storage, and networking capacity of the fleetaposs hosts. * Amazon GameLift supports the EC2 instance types listed below. See Amazon EC2 Instance * Types for detailed descriptions of each. *

* * @param eC2InstanceType * Type of EC2 instances used in the fleet. EC2 instance types define * the CPU, memory, storage, and networking capacity of the * fleetaposs hosts. Amazon GameLift supports the EC2 instance types * listed below. See Amazon EC2 * Instance Types for detailed descriptions of each. * @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; } /** *

* Access limits for incoming traffic. Setting these values limits game * server access to incoming traffic using specified IP ranges and port * numbers. Some ports in a range may be restricted. You can provide one or * more sets of permissions for the fleet. *

* * @return Access limits for incoming traffic. Setting these values limits * game server access to incoming traffic using specified IP ranges * and port numbers. Some ports in a range may be restricted. You * can provide one or more sets of permissions for the fleet. */ public java.util.List getEC2InboundPermissions() { return eC2InboundPermissions; } /** *

* Access limits for incoming traffic. Setting these values limits game * server access to incoming traffic using specified IP ranges and port * numbers. Some ports in a range may be restricted. You can provide one or * more sets of permissions for the fleet. *

* * @param eC2InboundPermissions * Access limits for incoming traffic. Setting these values limits * game server access to incoming traffic using specified IP ranges * and port numbers. Some ports in a range may be restricted. You can * provide one or more sets of permissions for the fleet. */ public void setEC2InboundPermissions( java.util.Collection eC2InboundPermissions) { if (eC2InboundPermissions == null) { this.eC2InboundPermissions = null; return; } this.eC2InboundPermissions = new java.util.ArrayList( eC2InboundPermissions); } /** *

* Access limits for incoming traffic. Setting these values limits game * server access to incoming traffic using specified IP ranges and port * numbers. Some ports in a range may be restricted. You can provide one or * more sets of permissions for the 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 * Access limits for incoming traffic. Setting these values limits * game server access to incoming traffic using specified IP ranges * and port numbers. Some ports in a range may be restricted. You can * provide one or more sets of permissions for the 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; } /** *

* Access limits for incoming traffic. Setting these values limits game * server access to incoming traffic using specified IP ranges and port * numbers. Some ports in a range may be restricted. You can provide one or * more sets of permissions for the fleet. *

* * @param eC2InboundPermissions * Access limits for incoming traffic. Setting these values limits * game server access to incoming traffic using specified IP ranges * and port numbers. Some ports in a range may be restricted. You can * provide one or more sets of permissions for the 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 created in this * fleet. If this parameter is not set, new instances in this fleet will * default to no protection. Protection can be set 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 created * in this fleet. If this parameter is not set, new instances in this * fleet will default to no protection. Protection can be set 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 created in this * fleet. If this parameter is not set, new instances in this fleet will * default to no protection. Protection can be set 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 created * in this fleet. If this parameter is not set, new instances in * this fleet will default to no protection. Protection can be set * 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 created in this * fleet. If this parameter is not set, new instances in this fleet will * default to no protection. Protection can be set 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 created * in this fleet. If this parameter is not set, new instances in this * fleet will default to no protection. Protection can be set 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 created in this * fleet. If this parameter is not set, new instances in this fleet will * default to no protection. Protection can be set 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 created * in this fleet. If this parameter is not set, new instances in this * fleet will default to no protection. Protection can be set 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 created in this * fleet. If this parameter is not set, new instances in this fleet will * default to no protection. Protection can be set 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 created * in this fleet. If this parameter is not set, new instances in this * fleet will default to no protection. Protection can be set 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; } /** * 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()); 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; 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()); return hashCode; } @Override public CreateFleetRequest clone() { return (CreateFleetRequest) super.clone(); } }




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