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/*
 * Copyright 2010 Google Inc.
 *
 * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
 * in compliance with the License. You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software distributed under the License
 * 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.
 */
/*
 * This code was generated by https://code.google.com/p/google-apis-client-generator/
 * (build: 2016-01-08 17:48:37 UTC)
 * on 2016-02-09 at 02:21:42 UTC 
 * Modify at your own risk.
 */

package com.google.api.services.games.model;

/**
 * This is a JSON template for a room creation request.
 *
 * 

This is the Java data model class that specifies how to parse/serialize into the JSON that is * transmitted over HTTP when working with the Google Play Game Services API. For a detailed * explanation see: * http://code.google.com/p/google-http-java-client/wiki/JSON *

* * @author Google, Inc. */ @SuppressWarnings("javadoc") public final class RoomCreateRequest extends com.google.api.client.json.GenericJson { /** * Criteria for auto-matching players into this room. * The value may be {@code null}. */ @com.google.api.client.util.Key private RoomAutoMatchingCriteria autoMatchingCriteria; /** * The capabilities that this client supports for realtime communication. * The value may be {@code null}. */ @com.google.api.client.util.Key private java.util.List capabilities; /** * Client address for the player creating the room. * The value may be {@code null}. */ @com.google.api.client.util.Key private RoomClientAddress clientAddress; /** * The player IDs to invite to the room. * The value may be {@code null}. */ @com.google.api.client.util.Key private java.util.List invitedPlayerIds; /** * Uniquely identifies the type of this resource. Value is always the fixed string * games#roomCreateRequest. * The value may be {@code null}. */ @com.google.api.client.util.Key private java.lang.String kind; /** * Network diagnostics for the client creating the room. * The value may be {@code null}. */ @com.google.api.client.util.Key private NetworkDiagnostics networkDiagnostics; /** * A randomly generated numeric ID. This number is used at the server to ensure that the request * is handled correctly across retries. * The value may be {@code null}. */ @com.google.api.client.util.Key @com.google.api.client.json.JsonString private java.lang.Long requestId; /** * The variant / mode of the application to be played. This can be any integer value, or left * blank. You should use a small number of variants to keep the auto-matching pool as large as * possible. * The value may be {@code null}. */ @com.google.api.client.util.Key private java.lang.Integer variant; /** * Criteria for auto-matching players into this room. * @return value or {@code null} for none */ public RoomAutoMatchingCriteria getAutoMatchingCriteria() { return autoMatchingCriteria; } /** * Criteria for auto-matching players into this room. * @param autoMatchingCriteria autoMatchingCriteria or {@code null} for none */ public RoomCreateRequest setAutoMatchingCriteria(RoomAutoMatchingCriteria autoMatchingCriteria) { this.autoMatchingCriteria = autoMatchingCriteria; return this; } /** * The capabilities that this client supports for realtime communication. * @return value or {@code null} for none */ public java.util.List getCapabilities() { return capabilities; } /** * The capabilities that this client supports for realtime communication. * @param capabilities capabilities or {@code null} for none */ public RoomCreateRequest setCapabilities(java.util.List capabilities) { this.capabilities = capabilities; return this; } /** * Client address for the player creating the room. * @return value or {@code null} for none */ public RoomClientAddress getClientAddress() { return clientAddress; } /** * Client address for the player creating the room. * @param clientAddress clientAddress or {@code null} for none */ public RoomCreateRequest setClientAddress(RoomClientAddress clientAddress) { this.clientAddress = clientAddress; return this; } /** * The player IDs to invite to the room. * @return value or {@code null} for none */ public java.util.List getInvitedPlayerIds() { return invitedPlayerIds; } /** * The player IDs to invite to the room. * @param invitedPlayerIds invitedPlayerIds or {@code null} for none */ public RoomCreateRequest setInvitedPlayerIds(java.util.List invitedPlayerIds) { this.invitedPlayerIds = invitedPlayerIds; return this; } /** * Uniquely identifies the type of this resource. Value is always the fixed string * games#roomCreateRequest. * @return value or {@code null} for none */ public java.lang.String getKind() { return kind; } /** * Uniquely identifies the type of this resource. Value is always the fixed string * games#roomCreateRequest. * @param kind kind or {@code null} for none */ public RoomCreateRequest setKind(java.lang.String kind) { this.kind = kind; return this; } /** * Network diagnostics for the client creating the room. * @return value or {@code null} for none */ public NetworkDiagnostics getNetworkDiagnostics() { return networkDiagnostics; } /** * Network diagnostics for the client creating the room. * @param networkDiagnostics networkDiagnostics or {@code null} for none */ public RoomCreateRequest setNetworkDiagnostics(NetworkDiagnostics networkDiagnostics) { this.networkDiagnostics = networkDiagnostics; return this; } /** * A randomly generated numeric ID. This number is used at the server to ensure that the request * is handled correctly across retries. * @return value or {@code null} for none */ public java.lang.Long getRequestId() { return requestId; } /** * A randomly generated numeric ID. This number is used at the server to ensure that the request * is handled correctly across retries. * @param requestId requestId or {@code null} for none */ public RoomCreateRequest setRequestId(java.lang.Long requestId) { this.requestId = requestId; return this; } /** * The variant / mode of the application to be played. This can be any integer value, or left * blank. You should use a small number of variants to keep the auto-matching pool as large as * possible. * @return value or {@code null} for none */ public java.lang.Integer getVariant() { return variant; } /** * The variant / mode of the application to be played. This can be any integer value, or left * blank. You should use a small number of variants to keep the auto-matching pool as large as * possible. * @param variant variant or {@code null} for none */ public RoomCreateRequest setVariant(java.lang.Integer variant) { this.variant = variant; return this; } @Override public RoomCreateRequest set(String fieldName, Object value) { return (RoomCreateRequest) super.set(fieldName, value); } @Override public RoomCreateRequest clone() { return (RoomCreateRequest) super.clone(); } }




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