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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;

/**
 * 

* General properties describing a fleet. *

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

* Unique identifier for a fleet. *

*/ private String fleetId; /** *

* Human-readable description of the fleet. *

*/ private String description; /** *

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

*/ private String name; /** *

* 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 fleet. Possible fleet states include: *

    *
  • NEW: A new fleet has been defined and hosts allocated.
  • *
  • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is being * set up with the game build, and new hosts are being started.
  • *
  • ACTIVE: Hosts can now accept game sessions.
  • *
  • ERROR: An error occurred when downloading, validating, building, or * activating the fleet.
  • *
  • DELETING: Hosts are responding to a delete fleet request.
  • *
  • TERMINATED: The fleet no longer exists.
  • *
*

*/ private String status; /** *

* Unique identifier for a build. *

*/ 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 game session protection to set for all new instances started in * the fleet. *

    *
  • 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; /** *

* 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 FleetAttributes withFleetId(String fleetId) { setFleetId(fleetId); 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 FleetAttributes withDescription(String description) { setDescription(description); return this; } /** *

* 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 FleetAttributes withName(String name) { setName(name); 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 FleetAttributes 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 FleetAttributes withTerminationTime(java.util.Date terminationTime) { setTerminationTime(terminationTime); return this; } /** *

* Current status of the fleet. Possible fleet states include: *

    *
  • NEW: A new fleet has been defined and hosts allocated.
  • *
  • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is being * set up with the game build, and new hosts are being started.
  • *
  • ACTIVE: Hosts can now accept game sessions.
  • *
  • ERROR: An error occurred when downloading, validating, building, or * activating the fleet.
  • *
  • DELETING: Hosts are responding to a delete fleet request.
  • *
  • TERMINATED: The fleet no longer exists.
  • *
*

* * @param status * Current status of the fleet. Possible fleet states include: *
    *
  • NEW: A new fleet has been defined and hosts allocated.
  • *
  • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is * being set up with the game build, and new hosts are being started. *
  • *
  • ACTIVE: Hosts can now accept game sessions.
  • *
  • ERROR: An error occurred when downloading, validating, * building, or activating the fleet.
  • *
  • DELETING: Hosts are responding to a delete fleet request.
  • *
  • TERMINATED: The fleet no longer exists.
  • *
* @see FleetStatus */ public void setStatus(String status) { this.status = status; } /** *

* Current status of the fleet. Possible fleet states include: *

    *
  • NEW: A new fleet has been defined and hosts allocated.
  • *
  • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is being * set up with the game build, and new hosts are being started.
  • *
  • ACTIVE: Hosts can now accept game sessions.
  • *
  • ERROR: An error occurred when downloading, validating, building, or * activating the fleet.
  • *
  • DELETING: Hosts are responding to a delete fleet request.
  • *
  • TERMINATED: The fleet no longer exists.
  • *
*

* * @return Current status of the fleet. Possible fleet states include: *
    *
  • NEW: A new fleet has been defined and hosts allocated.
  • *
  • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is * being set up with the game build, and new hosts are being * started.
  • *
  • ACTIVE: Hosts can now accept game sessions.
  • *
  • ERROR: An error occurred when downloading, validating, * building, or activating the fleet.
  • *
  • DELETING: Hosts are responding to a delete fleet request.
  • *
  • TERMINATED: The fleet no longer exists.
  • *
* @see FleetStatus */ public String getStatus() { return this.status; } /** *

* Current status of the fleet. Possible fleet states include: *

    *
  • NEW: A new fleet has been defined and hosts allocated.
  • *
  • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is being * set up with the game build, and new hosts are being started.
  • *
  • ACTIVE: Hosts can now accept game sessions.
  • *
  • ERROR: An error occurred when downloading, validating, building, or * activating the fleet.
  • *
  • DELETING: Hosts are responding to a delete fleet request.
  • *
  • TERMINATED: The fleet no longer exists.
  • *
*

* * @param status * Current status of the fleet. Possible fleet states include: *
    *
  • NEW: A new fleet has been defined and hosts allocated.
  • *
  • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is * being set up with the game build, and new hosts are being started. *
  • *
  • ACTIVE: Hosts can now accept game sessions.
  • *
  • ERROR: An error occurred when downloading, validating, * building, or activating the fleet.
  • *
  • DELETING: Hosts are responding to a delete fleet request.
  • *
  • TERMINATED: The fleet no longer exists.
  • *
* @return Returns a reference to this object so that method calls can be * chained together. * @see FleetStatus */ public FleetAttributes withStatus(String status) { setStatus(status); return this; } /** *

* Current status of the fleet. Possible fleet states include: *

    *
  • NEW: A new fleet has been defined and hosts allocated.
  • *
  • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is being * set up with the game build, and new hosts are being started.
  • *
  • ACTIVE: Hosts can now accept game sessions.
  • *
  • ERROR: An error occurred when downloading, validating, building, or * activating the fleet.
  • *
  • DELETING: Hosts are responding to a delete fleet request.
  • *
  • TERMINATED: The fleet no longer exists.
  • *
*

* * @param status * Current status of the fleet. Possible fleet states include: *
    *
  • NEW: A new fleet has been defined and hosts allocated.
  • *
  • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is * being set up with the game build, and new hosts are being started. *
  • *
  • ACTIVE: Hosts can now accept game sessions.
  • *
  • ERROR: An error occurred when downloading, validating, * building, or activating the fleet.
  • *
  • DELETING: Hosts are responding to a delete fleet request.
  • *
  • TERMINATED: The fleet no longer exists.
  • *
* @see FleetStatus */ public void setStatus(FleetStatus status) { this.status = status.toString(); } /** *

* Current status of the fleet. Possible fleet states include: *

    *
  • NEW: A new fleet has been defined and hosts allocated.
  • *
  • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is being * set up with the game build, and new hosts are being started.
  • *
  • ACTIVE: Hosts can now accept game sessions.
  • *
  • ERROR: An error occurred when downloading, validating, building, or * activating the fleet.
  • *
  • DELETING: Hosts are responding to a delete fleet request.
  • *
  • TERMINATED: The fleet no longer exists.
  • *
*

* * @param status * Current status of the fleet. Possible fleet states include: *
    *
  • NEW: A new fleet has been defined and hosts allocated.
  • *
  • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is * being set up with the game build, and new hosts are being started. *
  • *
  • ACTIVE: Hosts can now accept game sessions.
  • *
  • ERROR: An error occurred when downloading, validating, * building, or activating the fleet.
  • *
  • DELETING: Hosts are responding to a delete fleet request.
  • *
  • TERMINATED: The fleet no longer exists.
  • *
* @return Returns a reference to this object so that method calls can be * chained together. * @see FleetStatus */ public FleetAttributes withStatus(FleetStatus status) { setStatus(status); return this; } /** *

* Unique identifier for a build. *

* * @param buildId * Unique identifier for a build. */ public void setBuildId(String buildId) { this.buildId = buildId; } /** *

* Unique identifier for a build. *

* * @return Unique identifier for a build. */ public String getBuildId() { return this.buildId; } /** *

* Unique identifier for a build. *

* * @param buildId * Unique identifier for a build. * @return Returns a reference to this object so that method calls can be * chained together. */ public FleetAttributes 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 FleetAttributes 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 FleetAttributes 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 FleetAttributes 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 FleetAttributes withLogPaths(java.util.Collection logPaths) { setLogPaths(logPaths); return this; } /** *

* Type of game session protection to set for all new instances started in * the fleet. *

    *
  • 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 * Type of game session protection to set for all new instances * started in the fleet. *
    *
  • 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; } /** *

* Type of game session protection to set for all new instances started in * the fleet. *

    *
  • 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 Type of game session protection to set for all new instances * started in the fleet. *
    *
  • 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; } /** *

* Type of game session protection to set for all new instances started in * the fleet. *

    *
  • 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 * Type of game session protection to set for all new instances * started in the fleet. *
    *
  • 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 FleetAttributes withNewGameSessionProtectionPolicy( String newGameSessionProtectionPolicy) { setNewGameSessionProtectionPolicy(newGameSessionProtectionPolicy); return this; } /** *

* Type of game session protection to set for all new instances started in * the fleet. *

    *
  • 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 * Type of game session protection to set for all new instances * started in the fleet. *
    *
  • 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(); } /** *

* Type of game session protection to set for all new instances started in * the fleet. *

    *
  • 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 * Type of game session protection to set for all new instances * started in the fleet. *
    *
  • 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 FleetAttributes 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 (getFleetId() != null) sb.append("FleetId: " + getFleetId() + ","); if (getDescription() != null) sb.append("Description: " + getDescription() + ","); if (getName() != null) sb.append("Name: " + getName() + ","); if (getCreationTime() != null) sb.append("CreationTime: " + getCreationTime() + ","); if (getTerminationTime() != null) sb.append("TerminationTime: " + getTerminationTime() + ","); if (getStatus() != null) sb.append("Status: " + getStatus() + ","); 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 (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 FleetAttributes == false) return false; FleetAttributes other = (FleetAttributes) obj; if (other.getFleetId() == null ^ this.getFleetId() == null) return false; if (other.getFleetId() != null && other.getFleetId().equals(this.getFleetId()) == 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.getName() == null ^ this.getName() == null) return false; if (other.getName() != null && other.getName().equals(this.getName()) == 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.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.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 + ((getFleetId() == null) ? 0 : getFleetId().hashCode()); hashCode = prime * hashCode + ((getDescription() == null) ? 0 : getDescription().hashCode()); hashCode = prime * hashCode + ((getName() == null) ? 0 : getName().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 + ((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 + ((getNewGameSessionProtectionPolicy() == null) ? 0 : getNewGameSessionProtectionPolicy().hashCode()); return hashCode; } @Override public FleetAttributes clone() { try { return (FleetAttributes) super.clone(); } catch (CloneNotSupportedException e) { throw new IllegalStateException( "Got a CloneNotSupportedException from Object.clone() " + "even though we're Cloneable!", e); } } }




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