
com.tencentcloudapi.gse.v20191112.models.StartGameServerSessionPlacementRequest Maven / Gradle / Ivy
/*
* Copyright (c) 2017-2018 THL A29 Limited, a Tencent company. 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.
* 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.
*/
package com.tencentcloudapi.gse.v20191112.models;
import com.tencentcloudapi.common.AbstractModel;
import com.google.gson.annotations.SerializedName;
import com.google.gson.annotations.Expose;
import java.util.HashMap;
public class StartGameServerSessionPlacementRequest extends AbstractModel{
/**
* The unique ID of the game server session placement. It should contain up to 48 ASCII characters, supporting [a-zA-Z0-9-]+.
*/
@SerializedName("PlacementId")
@Expose
private String PlacementId;
/**
* Game server session queue name
*/
@SerializedName("GameServerSessionQueueName")
@Expose
private String GameServerSessionQueueName;
/**
* The maximum number of players that can be connected simultaneously to the game session. It should a value between 1 to the maximum number of player sessions.
*/
@SerializedName("MaximumPlayerSessionCount")
@Expose
private Long MaximumPlayerSessionCount;
/**
* Player game session information
*/
@SerializedName("DesiredPlayerSessions")
@Expose
private DesiredPlayerSession [] DesiredPlayerSessions;
/**
* Player game session attributes
*/
@SerializedName("GameProperties")
@Expose
private GameProperty [] GameProperties;
/**
* Data of game server sessions. Up to 4096 ASCII characters are allowed.
*/
@SerializedName("GameServerSessionData")
@Expose
private String GameServerSessionData;
/**
* Name of game server sessions. Up to 4096 ASCII characters are allowed.
*/
@SerializedName("GameServerSessionName")
@Expose
private String GameServerSessionName;
/**
* Player latency
*/
@SerializedName("PlayerLatencies")
@Expose
private PlayerLatency [] PlayerLatencies;
/**
* Get The unique ID of the game server session placement. It should contain up to 48 ASCII characters, supporting [a-zA-Z0-9-]+.
* @return PlacementId The unique ID of the game server session placement. It should contain up to 48 ASCII characters, supporting [a-zA-Z0-9-]+.
*/
public String getPlacementId() {
return this.PlacementId;
}
/**
* Set The unique ID of the game server session placement. It should contain up to 48 ASCII characters, supporting [a-zA-Z0-9-]+.
* @param PlacementId The unique ID of the game server session placement. It should contain up to 48 ASCII characters, supporting [a-zA-Z0-9-]+.
*/
public void setPlacementId(String PlacementId) {
this.PlacementId = PlacementId;
}
/**
* Get Game server session queue name
* @return GameServerSessionQueueName Game server session queue name
*/
public String getGameServerSessionQueueName() {
return this.GameServerSessionQueueName;
}
/**
* Set Game server session queue name
* @param GameServerSessionQueueName Game server session queue name
*/
public void setGameServerSessionQueueName(String GameServerSessionQueueName) {
this.GameServerSessionQueueName = GameServerSessionQueueName;
}
/**
* Get The maximum number of players that can be connected simultaneously to the game session. It should a value between 1 to the maximum number of player sessions.
* @return MaximumPlayerSessionCount The maximum number of players that can be connected simultaneously to the game session. It should a value between 1 to the maximum number of player sessions.
*/
public Long getMaximumPlayerSessionCount() {
return this.MaximumPlayerSessionCount;
}
/**
* Set The maximum number of players that can be connected simultaneously to the game session. It should a value between 1 to the maximum number of player sessions.
* @param MaximumPlayerSessionCount The maximum number of players that can be connected simultaneously to the game session. It should a value between 1 to the maximum number of player sessions.
*/
public void setMaximumPlayerSessionCount(Long MaximumPlayerSessionCount) {
this.MaximumPlayerSessionCount = MaximumPlayerSessionCount;
}
/**
* Get Player game session information
* @return DesiredPlayerSessions Player game session information
*/
public DesiredPlayerSession [] getDesiredPlayerSessions() {
return this.DesiredPlayerSessions;
}
/**
* Set Player game session information
* @param DesiredPlayerSessions Player game session information
*/
public void setDesiredPlayerSessions(DesiredPlayerSession [] DesiredPlayerSessions) {
this.DesiredPlayerSessions = DesiredPlayerSessions;
}
/**
* Get Player game session attributes
* @return GameProperties Player game session attributes
*/
public GameProperty [] getGameProperties() {
return this.GameProperties;
}
/**
* Set Player game session attributes
* @param GameProperties Player game session attributes
*/
public void setGameProperties(GameProperty [] GameProperties) {
this.GameProperties = GameProperties;
}
/**
* Get Data of game server sessions. Up to 4096 ASCII characters are allowed.
* @return GameServerSessionData Data of game server sessions. Up to 4096 ASCII characters are allowed.
*/
public String getGameServerSessionData() {
return this.GameServerSessionData;
}
/**
* Set Data of game server sessions. Up to 4096 ASCII characters are allowed.
* @param GameServerSessionData Data of game server sessions. Up to 4096 ASCII characters are allowed.
*/
public void setGameServerSessionData(String GameServerSessionData) {
this.GameServerSessionData = GameServerSessionData;
}
/**
* Get Name of game server sessions. Up to 4096 ASCII characters are allowed.
* @return GameServerSessionName Name of game server sessions. Up to 4096 ASCII characters are allowed.
*/
public String getGameServerSessionName() {
return this.GameServerSessionName;
}
/**
* Set Name of game server sessions. Up to 4096 ASCII characters are allowed.
* @param GameServerSessionName Name of game server sessions. Up to 4096 ASCII characters are allowed.
*/
public void setGameServerSessionName(String GameServerSessionName) {
this.GameServerSessionName = GameServerSessionName;
}
/**
* Get Player latency
* @return PlayerLatencies Player latency
*/
public PlayerLatency [] getPlayerLatencies() {
return this.PlayerLatencies;
}
/**
* Set Player latency
* @param PlayerLatencies Player latency
*/
public void setPlayerLatencies(PlayerLatency [] PlayerLatencies) {
this.PlayerLatencies = PlayerLatencies;
}
public StartGameServerSessionPlacementRequest() {
}
/**
* NOTE: Any ambiguous key set via .set("AnyKey", "value") will be a shallow copy,
* and any explicit key, i.e Foo, set via .setFoo("value") will be a deep copy.
*/
public StartGameServerSessionPlacementRequest(StartGameServerSessionPlacementRequest source) {
if (source.PlacementId != null) {
this.PlacementId = new String(source.PlacementId);
}
if (source.GameServerSessionQueueName != null) {
this.GameServerSessionQueueName = new String(source.GameServerSessionQueueName);
}
if (source.MaximumPlayerSessionCount != null) {
this.MaximumPlayerSessionCount = new Long(source.MaximumPlayerSessionCount);
}
if (source.DesiredPlayerSessions != null) {
this.DesiredPlayerSessions = new DesiredPlayerSession[source.DesiredPlayerSessions.length];
for (int i = 0; i < source.DesiredPlayerSessions.length; i++) {
this.DesiredPlayerSessions[i] = new DesiredPlayerSession(source.DesiredPlayerSessions[i]);
}
}
if (source.GameProperties != null) {
this.GameProperties = new GameProperty[source.GameProperties.length];
for (int i = 0; i < source.GameProperties.length; i++) {
this.GameProperties[i] = new GameProperty(source.GameProperties[i]);
}
}
if (source.GameServerSessionData != null) {
this.GameServerSessionData = new String(source.GameServerSessionData);
}
if (source.GameServerSessionName != null) {
this.GameServerSessionName = new String(source.GameServerSessionName);
}
if (source.PlayerLatencies != null) {
this.PlayerLatencies = new PlayerLatency[source.PlayerLatencies.length];
for (int i = 0; i < source.PlayerLatencies.length; i++) {
this.PlayerLatencies[i] = new PlayerLatency(source.PlayerLatencies[i]);
}
}
}
/**
* Internal implementation, normal users should not use it.
*/
public void toMap(HashMap map, String prefix) {
this.setParamSimple(map, prefix + "PlacementId", this.PlacementId);
this.setParamSimple(map, prefix + "GameServerSessionQueueName", this.GameServerSessionQueueName);
this.setParamSimple(map, prefix + "MaximumPlayerSessionCount", this.MaximumPlayerSessionCount);
this.setParamArrayObj(map, prefix + "DesiredPlayerSessions.", this.DesiredPlayerSessions);
this.setParamArrayObj(map, prefix + "GameProperties.", this.GameProperties);
this.setParamSimple(map, prefix + "GameServerSessionData", this.GameServerSessionData);
this.setParamSimple(map, prefix + "GameServerSessionName", this.GameServerSessionName);
this.setParamArrayObj(map, prefix + "PlayerLatencies.", this.PlayerLatencies);
}
}
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