com.google.api.services.games.model.RoomCreateRequest Maven / Gradle / Ivy
/*
* 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: 2015-01-14 17:53:03 UTC)
* on 2015-03-12 at 21:37:46 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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