/*
* Copyright 2012-2017 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 javax.annotation.Generated;
import com.amazonaws.protocol.StructuredPojo;
import com.amazonaws.protocol.ProtocolMarshaller;
/**
* <p>
* General properties describing a fleet.
* </p>
*
* @see <a href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetAttributes" target="_top">AWS API
* Documentation</a>
*/
@Generated("com.amazonaws:aws-java-sdk-code-generator")
public class FleetAttributes implements Serializable, Cloneable, StructuredPojo {
/**
* <p>
* Unique identifier for a fleet.
* </p>
*/
private String fleetId;
/**
* <p>
* Identifier for a fleet that is unique across all regions.
* </p>
*/
private String fleetArn;
/**
* <p>
* Human-readable description of the fleet.
* </p>
*/
private String description;
/**
* <p>
* Descriptive label that is associated with a fleet. Fleet names do not need to be unique.
* </p>
*/
private String name;
/**
* <p>
* Time stamp indicating when this data object was created. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057").
* </p>
*/
private java.util.Date creationTime;
/**
* <p>
* Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057").
* </p>
*/
private java.util.Date terminationTime;
/**
* <p>
* Current status of the fleet.
* </p>
* <p>
* Possible fleet statuses include the following:
* </p>
* <ul>
* <li>
* <p>
* <b>NEW</b> – A new fleet has been defined and desired instances is set to 1.
* </p>
* </li>
* <li>
* <p>
* <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> – Amazon GameLift is setting up the new fleet, creating new
* instances with the game build and starting server processes.
* </p>
* </li>
* <li>
* <p>
* <b>ACTIVE</b> – Hosts can now accept game sessions.
* </p>
* </li>
* <li>
* <p>
* <b>ERROR</b> – An error occurred when downloading, validating, building, or activating the fleet.
* </p>
* </li>
* <li>
* <p>
* <b>DELETING</b> – Hosts are responding to a delete fleet request.
* </p>
* </li>
* <li>
* <p>
* <b>TERMINATED</b> – The fleet no longer exists.
* </p>
* </li>
* </ul>
*/
private String status;
/**
* <p>
* Unique identifier for a build.
* </p>
*/
private String buildId;
/**
* <p>
* Path to a game server executable in the fleet's build, specified for fleets created prior to 2016-08-04 (or AWS
* SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's
* <a>RuntimeConfiguration</a>.
* </p>
*/
private String serverLaunchPath;
/**
* <p>
* Game server launch parameters specified for fleets created prior to 2016-08-04 (or AWS SDK v. 0.12.16). Server
* launch parameters for fleets created after this date are specified in the fleet's <a>RuntimeConfiguration</a>.
* </p>
*/
private String serverLaunchParameters;
/**
* <p>
* Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log
* files in this location. These logs are in addition to game session logs; see more on game session logs in the <a
* href=
* "http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code"
* >Amazon GameLift Developer Guide</a>. If no default log path for a fleet is specified, Amazon GameLift will
* automatically upload logs that are stored on each instance at <code>C:\game\logs</code> (for Windows) or
* <code>/local/game/logs</code> (for Linux). Use the Amazon GameLift console to access stored logs.
* </p>
*/
private java.util.List<String> logPaths;
/**
* <p>
* Type of game session protection to set for all new instances started in the fleet.
* </p>
* <ul>
* <li>
* <p>
* <b>NoProtection</b> – The game session can be terminated during a scale-down event.
* </p>
* </li>
* <li>
* <p>
* <b>FullProtection</b> – If the game session is in an <code>ACTIVE</code> status, it cannot be terminated during a
* scale-down event.
* </p>
* </li>
* </ul>
*/
private String newGameSessionProtectionPolicy;
/**
* <p>
* Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for
* the build that is deployed on this fleet.
* </p>
*/
private String operatingSystem;
/**
* <p>
* Fleet policy to limit the number of game sessions an individual player can create over a span of time.
* </p>
*/
private ResourceCreationLimitPolicy resourceCreationLimitPolicy;
/**
* <p>
* Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an
* individual fleet or aggregated metrics for a fleets that are in a fleet metric group. Currently, a fleet can be
* included in only one metric group at a time.
* </p>
*/
private java.util.List<String> metricGroups;
/**
* <p>
* Unique identifier for a fleet.
* </p>
*
* @param fleetId
* Unique identifier for a fleet.
*/
public void setFleetId(String fleetId) {
this.fleetId = fleetId;
}
/**
* <p>
* Unique identifier for a fleet.
* </p>
*
* @return Unique identifier for a fleet.
*/
public String getFleetId() {
return this.fleetId;
}
/**
* <p>
* Unique identifier for a fleet.
* </p>
*
* @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;
}
/**
* <p>
* Identifier for a fleet that is unique across all regions.
* </p>
*
* @param fleetArn
* Identifier for a fleet that is unique across all regions.
*/
public void setFleetArn(String fleetArn) {
this.fleetArn = fleetArn;
}
/**
* <p>
* Identifier for a fleet that is unique across all regions.
* </p>
*
* @return Identifier for a fleet that is unique across all regions.
*/
public String getFleetArn() {
return this.fleetArn;
}
/**
* <p>
* Identifier for a fleet that is unique across all regions.
* </p>
*
* @param fleetArn
* Identifier for a fleet that is unique across all regions.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public FleetAttributes withFleetArn(String fleetArn) {
setFleetArn(fleetArn);
return this;
}
/**
* <p>
* Human-readable description of the fleet.
* </p>
*
* @param description
* Human-readable description of the fleet.
*/
public void setDescription(String description) {
this.description = description;
}
/**
* <p>
* Human-readable description of the fleet.
* </p>
*
* @return Human-readable description of the fleet.
*/
public String getDescription() {
return this.description;
}
/**
* <p>
* Human-readable description of the fleet.
* </p>
*
* @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;
}
/**
* <p>
* Descriptive label that is associated with a fleet. Fleet names do not need to be unique.
* </p>
*
* @param name
* Descriptive label that is associated with a fleet. Fleet names do not need to be unique.
*/
public void setName(String name) {
this.name = name;
}
/**
* <p>
* Descriptive label that is associated with a fleet. Fleet names do not need to be unique.
* </p>
*
* @return Descriptive label that is associated with a fleet. Fleet names do not need to be unique.
*/
public String getName() {
return this.name;
}
/**
* <p>
* Descriptive label that is associated with a fleet. Fleet names do not need to be unique.
* </p>
*
* @param name
* Descriptive label that is associated with a 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;
}
/**
* <p>
* Time stamp indicating when this data object was created. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057").
* </p>
*
* @param creationTime
* Time stamp indicating when this data object was created. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057").
*/
public void setCreationTime(java.util.Date creationTime) {
this.creationTime = creationTime;
}
/**
* <p>
* Time stamp indicating when this data object was created. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057").
* </p>
*
* @return Time stamp indicating when this data object was created. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057").
*/
public java.util.Date getCreationTime() {
return this.creationTime;
}
/**
* <p>
* Time stamp indicating when this data object was created. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057").
* </p>
*
* @param creationTime
* Time stamp indicating when this data object was created. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057").
* @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;
}
/**
* <p>
* Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057").
* </p>
*
* @param terminationTime
* Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057").
*/
public void setTerminationTime(java.util.Date terminationTime) {
this.terminationTime = terminationTime;
}
/**
* <p>
* Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057").
* </p>
*
* @return Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057").
*/
public java.util.Date getTerminationTime() {
return this.terminationTime;
}
/**
* <p>
* Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057").
* </p>
*
* @param terminationTime
* Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057").
* @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;
}
/**
* <p>
* Current status of the fleet.
* </p>
* <p>
* Possible fleet statuses include the following:
* </p>
* <ul>
* <li>
* <p>
* <b>NEW</b> – A new fleet has been defined and desired instances is set to 1.
* </p>
* </li>
* <li>
* <p>
* <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> – Amazon GameLift is setting up the new fleet, creating new
* instances with the game build and starting server processes.
* </p>
* </li>
* <li>
* <p>
* <b>ACTIVE</b> – Hosts can now accept game sessions.
* </p>
* </li>
* <li>
* <p>
* <b>ERROR</b> – An error occurred when downloading, validating, building, or activating the fleet.
* </p>
* </li>
* <li>
* <p>
* <b>DELETING</b> – Hosts are responding to a delete fleet request.
* </p>
* </li>
* <li>
* <p>
* <b>TERMINATED</b> – The fleet no longer exists.
* </p>
* </li>
* </ul>
*
* @param status
* Current status of the fleet.</p>
* <p>
* Possible fleet statuses include the following:
* </p>
* <ul>
* <li>
* <p>
* <b>NEW</b> – A new fleet has been defined and desired instances is set to 1.
* </p>
* </li>
* <li>
* <p>
* <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> – Amazon GameLift is setting up the new fleet, creating
* new instances with the game build and starting server processes.
* </p>
* </li>
* <li>
* <p>
* <b>ACTIVE</b> – Hosts can now accept game sessions.
* </p>
* </li>
* <li>
* <p>
* <b>ERROR</b> – An error occurred when downloading, validating, building, or activating the fleet.
* </p>
* </li>
* <li>
* <p>
* <b>DELETING</b> – Hosts are responding to a delete fleet request.
* </p>
* </li>
* <li>
* <p>
* <b>TERMINATED</b> – The fleet no longer exists.
* </p>
* </li>
* @see FleetStatus
*/
public void setStatus(String status) {
this.status = status;
}
/**
* <p>
* Current status of the fleet.
* </p>
* <p>
* Possible fleet statuses include the following:
* </p>
* <ul>
* <li>
* <p>
* <b>NEW</b> – A new fleet has been defined and desired instances is set to 1.
* </p>
* </li>
* <li>
* <p>
* <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> – Amazon GameLift is setting up the new fleet, creating new
* instances with the game build and starting server processes.
* </p>
* </li>
* <li>
* <p>
* <b>ACTIVE</b> – Hosts can now accept game sessions.
* </p>
* </li>
* <li>
* <p>
* <b>ERROR</b> – An error occurred when downloading, validating, building, or activating the fleet.
* </p>
* </li>
* <li>
* <p>
* <b>DELETING</b> – Hosts are responding to a delete fleet request.
* </p>
* </li>
* <li>
* <p>
* <b>TERMINATED</b> – The fleet no longer exists.
* </p>
* </li>
* </ul>
*
* @return Current status of the fleet.</p>
* <p>
* Possible fleet statuses include the following:
* </p>
* <ul>
* <li>
* <p>
* <b>NEW</b> – A new fleet has been defined and desired instances is set to 1.
* </p>
* </li>
* <li>
* <p>
* <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> – Amazon GameLift is setting up the new fleet, creating
* new instances with the game build and starting server processes.
* </p>
* </li>
* <li>
* <p>
* <b>ACTIVE</b> – Hosts can now accept game sessions.
* </p>
* </li>
* <li>
* <p>
* <b>ERROR</b> – An error occurred when downloading, validating, building, or activating the fleet.
* </p>
* </li>
* <li>
* <p>
* <b>DELETING</b> – Hosts are responding to a delete fleet request.
* </p>
* </li>
* <li>
* <p>
* <b>TERMINATED</b> – The fleet no longer exists.
* </p>
* </li>
* @see FleetStatus
*/
public String getStatus() {
return this.status;
}
/**
* <p>
* Current status of the fleet.
* </p>
* <p>
* Possible fleet statuses include the following:
* </p>
* <ul>
* <li>
* <p>
* <b>NEW</b> – A new fleet has been defined and desired instances is set to 1.
* </p>
* </li>
* <li>
* <p>
* <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> – Amazon GameLift is setting up the new fleet, creating new
* instances with the game build and starting server processes.
* </p>
* </li>
* <li>
* <p>
* <b>ACTIVE</b> – Hosts can now accept game sessions.
* </p>
* </li>
* <li>
* <p>
* <b>ERROR</b> – An error occurred when downloading, validating, building, or activating the fleet.
* </p>
* </li>
* <li>
* <p>
* <b>DELETING</b> – Hosts are responding to a delete fleet request.
* </p>
* </li>
* <li>
* <p>
* <b>TERMINATED</b> – The fleet no longer exists.
* </p>
* </li>
* </ul>
*
* @param status
* Current status of the fleet.</p>
* <p>
* Possible fleet statuses include the following:
* </p>
* <ul>
* <li>
* <p>
* <b>NEW</b> – A new fleet has been defined and desired instances is set to 1.
* </p>
* </li>
* <li>
* <p>
* <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> – Amazon GameLift is setting up the new fleet, creating
* new instances with the game build and starting server processes.
* </p>
* </li>
* <li>
* <p>
* <b>ACTIVE</b> – Hosts can now accept game sessions.
* </p>
* </li>
* <li>
* <p>
* <b>ERROR</b> – An error occurred when downloading, validating, building, or activating the fleet.
* </p>
* </li>
* <li>
* <p>
* <b>DELETING</b> – Hosts are responding to a delete fleet request.
* </p>
* </li>
* <li>
* <p>
* <b>TERMINATED</b> – The fleet no longer exists.
* </p>
* </li>
* @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;
}
/**
* <p>
* Current status of the fleet.
* </p>
* <p>
* Possible fleet statuses include the following:
* </p>
* <ul>
* <li>
* <p>
* <b>NEW</b> – A new fleet has been defined and desired instances is set to 1.
* </p>
* </li>
* <li>
* <p>
* <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> – Amazon GameLift is setting up the new fleet, creating new
* instances with the game build and starting server processes.
* </p>
* </li>
* <li>
* <p>
* <b>ACTIVE</b> – Hosts can now accept game sessions.
* </p>
* </li>
* <li>
* <p>
* <b>ERROR</b> – An error occurred when downloading, validating, building, or activating the fleet.
* </p>
* </li>
* <li>
* <p>
* <b>DELETING</b> – Hosts are responding to a delete fleet request.
* </p>
* </li>
* <li>
* <p>
* <b>TERMINATED</b> – The fleet no longer exists.
* </p>
* </li>
* </ul>
*
* @param status
* Current status of the fleet.</p>
* <p>
* Possible fleet statuses include the following:
* </p>
* <ul>
* <li>
* <p>
* <b>NEW</b> – A new fleet has been defined and desired instances is set to 1.
* </p>
* </li>
* <li>
* <p>
* <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> – Amazon GameLift is setting up the new fleet, creating
* new instances with the game build and starting server processes.
* </p>
* </li>
* <li>
* <p>
* <b>ACTIVE</b> – Hosts can now accept game sessions.
* </p>
* </li>
* <li>
* <p>
* <b>ERROR</b> – An error occurred when downloading, validating, building, or activating the fleet.
* </p>
* </li>
* <li>
* <p>
* <b>DELETING</b> – Hosts are responding to a delete fleet request.
* </p>
* </li>
* <li>
* <p>
* <b>TERMINATED</b> – The fleet no longer exists.
* </p>
* </li>
* @see FleetStatus
*/
public void setStatus(FleetStatus status) {
this.status = status.toString();
}
/**
* <p>
* Current status of the fleet.
* </p>
* <p>
* Possible fleet statuses include the following:
* </p>
* <ul>
* <li>
* <p>
* <b>NEW</b> – A new fleet has been defined and desired instances is set to 1.
* </p>
* </li>
* <li>
* <p>
* <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> – Amazon GameLift is setting up the new fleet, creating new
* instances with the game build and starting server processes.
* </p>
* </li>
* <li>
* <p>
* <b>ACTIVE</b> – Hosts can now accept game sessions.
* </p>
* </li>
* <li>
* <p>
* <b>ERROR</b> – An error occurred when downloading, validating, building, or activating the fleet.
* </p>
* </li>
* <li>
* <p>
* <b>DELETING</b> – Hosts are responding to a delete fleet request.
* </p>
* </li>
* <li>
* <p>
* <b>TERMINATED</b> – The fleet no longer exists.
* </p>
* </li>
* </ul>
*
* @param status
* Current status of the fleet.</p>
* <p>
* Possible fleet statuses include the following:
* </p>
* <ul>
* <li>
* <p>
* <b>NEW</b> – A new fleet has been defined and desired instances is set to 1.
* </p>
* </li>
* <li>
* <p>
* <b>DOWNLOADING/VALIDATING/BUILDING/ACTIVATING</b> – Amazon GameLift is setting up the new fleet, creating
* new instances with the game build and starting server processes.
* </p>
* </li>
* <li>
* <p>
* <b>ACTIVE</b> – Hosts can now accept game sessions.
* </p>
* </li>
* <li>
* <p>
* <b>ERROR</b> – An error occurred when downloading, validating, building, or activating the fleet.
* </p>
* </li>
* <li>
* <p>
* <b>DELETING</b> – Hosts are responding to a delete fleet request.
* </p>
* </li>
* <li>
* <p>
* <b>TERMINATED</b> – The fleet no longer exists.
* </p>
* </li>
* @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;
}
/**
* <p>
* Unique identifier for a build.
* </p>
*
* @param buildId
* Unique identifier for a build.
*/
public void setBuildId(String buildId) {
this.buildId = buildId;
}
/**
* <p>
* Unique identifier for a build.
* </p>
*
* @return Unique identifier for a build.
*/
public String getBuildId() {
return this.buildId;
}
/**
* <p>
* Unique identifier for a build.
* </p>
*
* @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;
}
/**
* <p>
* Path to a game server executable in the fleet's build, specified for fleets created prior to 2016-08-04 (or AWS
* SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's
* <a>RuntimeConfiguration</a>.
* </p>
*
* @param serverLaunchPath
* Path to a game server executable in the fleet's build, specified for fleets created prior to 2016-08-04
* (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the
* fleet's <a>RuntimeConfiguration</a>.
*/
public void setServerLaunchPath(String serverLaunchPath) {
this.serverLaunchPath = serverLaunchPath;
}
/**
* <p>
* Path to a game server executable in the fleet's build, specified for fleets created prior to 2016-08-04 (or AWS
* SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's
* <a>RuntimeConfiguration</a>.
* </p>
*
* @return Path to a game server executable in the fleet's build, specified for fleets created prior to 2016-08-04
* (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the
* fleet's <a>RuntimeConfiguration</a>.
*/
public String getServerLaunchPath() {
return this.serverLaunchPath;
}
/**
* <p>
* Path to a game server executable in the fleet's build, specified for fleets created prior to 2016-08-04 (or AWS
* SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's
* <a>RuntimeConfiguration</a>.
* </p>
*
* @param serverLaunchPath
* Path to a game server executable in the fleet's build, specified for fleets created prior to 2016-08-04
* (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the
* fleet's <a>RuntimeConfiguration</a>.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public FleetAttributes withServerLaunchPath(String serverLaunchPath) {
setServerLaunchPath(serverLaunchPath);
return this;
}
/**
* <p>
* Game server launch parameters specified for fleets created prior to 2016-08-04 (or AWS SDK v. 0.12.16). Server
* launch parameters for fleets created after this date are specified in the fleet's <a>RuntimeConfiguration</a>.
* </p>
*
* @param serverLaunchParameters
* Game server launch parameters specified for fleets created prior to 2016-08-04 (or AWS SDK v. 0.12.16).
* Server launch parameters for fleets created after this date are specified in the fleet's
* <a>RuntimeConfiguration</a>.
*/
public void setServerLaunchParameters(String serverLaunchParameters) {
this.serverLaunchParameters = serverLaunchParameters;
}
/**
* <p>
* Game server launch parameters specified for fleets created prior to 2016-08-04 (or AWS SDK v. 0.12.16). Server
* launch parameters for fleets created after this date are specified in the fleet's <a>RuntimeConfiguration</a>.
* </p>
*
* @return Game server launch parameters specified for fleets created prior to 2016-08-04 (or AWS SDK v. 0.12.16).
* Server launch parameters for fleets created after this date are specified in the fleet's
* <a>RuntimeConfiguration</a>.
*/
public String getServerLaunchParameters() {
return this.serverLaunchParameters;
}
/**
* <p>
* Game server launch parameters specified for fleets created prior to 2016-08-04 (or AWS SDK v. 0.12.16). Server
* launch parameters for fleets created after this date are specified in the fleet's <a>RuntimeConfiguration</a>.
* </p>
*
* @param serverLaunchParameters
* Game server launch parameters specified for fleets created prior to 2016-08-04 (or AWS SDK v. 0.12.16).
* Server launch parameters for fleets created after this date are specified in the fleet's
* <a>RuntimeConfiguration</a>.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public FleetAttributes withServerLaunchParameters(String serverLaunchParameters) {
setServerLaunchParameters(serverLaunchParameters);
return this;
}
/**
* <p>
* Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log
* files in this location. These logs are in addition to game session logs; see more on game session logs in the <a
* href=
* "http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code"
* >Amazon GameLift Developer Guide</a>. If no default log path for a fleet is specified, Amazon GameLift will
* automatically upload logs that are stored on each instance at <code>C:\game\logs</code> (for Windows) or
* <code>/local/game/logs</code> (for Linux). Use the Amazon GameLift console to access stored logs.
* </p>
*
* @return Location of default log files. When a server process is shut down, Amazon GameLift captures and stores
* any log files in this location. These logs are in addition to game session logs; see more on game session
* logs in the <a href=
* "http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code"
* >Amazon GameLift Developer Guide</a>. If no default log path for a fleet is specified, Amazon GameLift
* will automatically upload logs that are stored on each instance at <code>C:\game\logs</code> (for
* Windows) or <code>/local/game/logs</code> (for Linux). Use the Amazon GameLift console to access stored
* logs.
*/
public java.util.List<String> getLogPaths() {
return logPaths;
}
/**
* <p>
* Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log
* files in this location. These logs are in addition to game session logs; see more on game session logs in the <a
* href=
* "http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code"
* >Amazon GameLift Developer Guide</a>. If no default log path for a fleet is specified, Amazon GameLift will
* automatically upload logs that are stored on each instance at <code>C:\game\logs</code> (for Windows) or
* <code>/local/game/logs</code> (for Linux). Use the Amazon GameLift console to access stored logs.
* </p>
*
* @param logPaths
* Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any
* log files in this location. These logs are in addition to game session logs; see more on game session logs
* in the <a href=
* "http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code"
* >Amazon GameLift Developer Guide</a>. If no default log path for a fleet is specified, Amazon GameLift
* will automatically upload logs that are stored on each instance at <code>C:\game\logs</code> (for Windows)
* or <code>/local/game/logs</code> (for Linux). Use the Amazon GameLift console to access stored logs.
*/
public void setLogPaths(java.util.Collection<String> logPaths) {
if (logPaths == null) {
this.logPaths = null;
return;
}
this.logPaths = new java.util.ArrayList<String>(logPaths);
}
/**
* <p>
* Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log
* files in this location. These logs are in addition to game session logs; see more on game session logs in the <a
* href=
* "http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code"
* >Amazon GameLift Developer Guide</a>. If no default log path for a fleet is specified, Amazon GameLift will
* automatically upload logs that are stored on each instance at <code>C:\game\logs</code> (for Windows) or
* <code>/local/game/logs</code> (for Linux). Use the Amazon GameLift console to access stored logs.
* </p>
* <p>
* <b>NOTE:</b> 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.
* </p>
*
* @param logPaths
* Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any
* log files in this location. These logs are in addition to game session logs; see more on game session logs
* in the <a href=
* "http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code"
* >Amazon GameLift Developer Guide</a>. If no default log path for a fleet is specified, Amazon GameLift
* will automatically upload logs that are stored on each instance at <code>C:\game\logs</code> (for Windows)
* or <code>/local/game/logs</code> (for Linux). Use the Amazon GameLift console to access 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<String>(logPaths.length));
}
for (String ele : logPaths) {
this.logPaths.add(ele);
}
return this;
}
/**
* <p>
* Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log
* files in this location. These logs are in addition to game session logs; see more on game session logs in the <a
* href=
* "http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code"
* >Amazon GameLift Developer Guide</a>. If no default log path for a fleet is specified, Amazon GameLift will
* automatically upload logs that are stored on each instance at <code>C:\game\logs</code> (for Windows) or
* <code>/local/game/logs</code> (for Linux). Use the Amazon GameLift console to access stored logs.
* </p>
*
* @param logPaths
* Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any
* log files in this location. These logs are in addition to game session logs; see more on game session logs
* in the <a href=
* "http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code"
* >Amazon GameLift Developer Guide</a>. If no default log path for a fleet is specified, Amazon GameLift
* will automatically upload logs that are stored on each instance at <code>C:\game\logs</code> (for Windows)
* or <code>/local/game/logs</code> (for Linux). Use the Amazon GameLift console to access stored logs.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public FleetAttributes withLogPaths(java.util.Collection<String> logPaths) {
setLogPaths(logPaths);
return this;
}
/**
* <p>
* Type of game session protection to set for all new instances started in the fleet.
* </p>
* <ul>
* <li>
* <p>
* <b>NoProtection</b> – The game session can be terminated during a scale-down event.
* </p>
* </li>
* <li>
* <p>
* <b>FullProtection</b> – If the game session is in an <code>ACTIVE</code> status, it cannot be terminated during a
* scale-down event.
* </p>
* </li>
* </ul>
*
* @param newGameSessionProtectionPolicy
* Type of game session protection to set for all new instances started in the fleet.</p>
* <ul>
* <li>
* <p>
* <b>NoProtection</b> – The game session can be terminated during a scale-down event.
* </p>
* </li>
* <li>
* <p>
* <b>FullProtection</b> – If the game session is in an <code>ACTIVE</code> status, it cannot be terminated
* during a scale-down event.
* </p>
* </li>
* @see ProtectionPolicy
*/
public void setNewGameSessionProtectionPolicy(String newGameSessionProtectionPolicy) {
this.newGameSessionProtectionPolicy = newGameSessionProtectionPolicy;
}
/**
* <p>
* Type of game session protection to set for all new instances started in the fleet.
* </p>
* <ul>
* <li>
* <p>
* <b>NoProtection</b> – The game session can be terminated during a scale-down event.
* </p>
* </li>
* <li>
* <p>
* <b>FullProtection</b> – If the game session is in an <code>ACTIVE</code> status, it cannot be terminated during a
* scale-down event.
* </p>
* </li>
* </ul>
*
* @return Type of game session protection to set for all new instances started in the fleet.</p>
* <ul>
* <li>
* <p>
* <b>NoProtection</b> – The game session can be terminated during a scale-down event.
* </p>
* </li>
* <li>
* <p>
* <b>FullProtection</b> – If the game session is in an <code>ACTIVE</code> status, it cannot be terminated
* during a scale-down event.
* </p>
* </li>
* @see ProtectionPolicy
*/
public String getNewGameSessionProtectionPolicy() {
return this.newGameSessionProtectionPolicy;
}
/**
* <p>
* Type of game session protection to set for all new instances started in the fleet.
* </p>
* <ul>
* <li>
* <p>
* <b>NoProtection</b> – The game session can be terminated during a scale-down event.
* </p>
* </li>
* <li>
* <p>
* <b>FullProtection</b> – If the game session is in an <code>ACTIVE</code> status, it cannot be terminated during a
* scale-down event.
* </p>
* </li>
* </ul>
*
* @param newGameSessionProtectionPolicy
* Type of game session protection to set for all new instances started in the fleet.</p>
* <ul>
* <li>
* <p>
* <b>NoProtection</b> – The game session can be terminated during a scale-down event.
* </p>
* </li>
* <li>
* <p>
* <b>FullProtection</b> – If the game session is in an <code>ACTIVE</code> status, it cannot be terminated
* during a scale-down event.
* </p>
* </li>
* @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;
}
/**
* <p>
* Type of game session protection to set for all new instances started in the fleet.
* </p>
* <ul>
* <li>
* <p>
* <b>NoProtection</b> – The game session can be terminated during a scale-down event.
* </p>
* </li>
* <li>
* <p>
* <b>FullProtection</b> – If the game session is in an <code>ACTIVE</code> status, it cannot be terminated during a
* scale-down event.
* </p>
* </li>
* </ul>
*
* @param newGameSessionProtectionPolicy
* Type of game session protection to set for all new instances started in the fleet.</p>
* <ul>
* <li>
* <p>
* <b>NoProtection</b> – The game session can be terminated during a scale-down event.
* </p>
* </li>
* <li>
* <p>
* <b>FullProtection</b> – If the game session is in an <code>ACTIVE</code> status, it cannot be terminated
* during a scale-down event.
* </p>
* </li>
* @see ProtectionPolicy
*/
public void setNewGameSessionProtectionPolicy(ProtectionPolicy newGameSessionProtectionPolicy) {
this.newGameSessionProtectionPolicy = newGameSessionProtectionPolicy.toString();
}
/**
* <p>
* Type of game session protection to set for all new instances started in the fleet.
* </p>
* <ul>
* <li>
* <p>
* <b>NoProtection</b> – The game session can be terminated during a scale-down event.
* </p>
* </li>
* <li>
* <p>
* <b>FullProtection</b> – If the game session is in an <code>ACTIVE</code> status, it cannot be terminated during a
* scale-down event.
* </p>
* </li>
* </ul>
*
* @param newGameSessionProtectionPolicy
* Type of game session protection to set for all new instances started in the fleet.</p>
* <ul>
* <li>
* <p>
* <b>NoProtection</b> – The game session can be terminated during a scale-down event.
* </p>
* </li>
* <li>
* <p>
* <b>FullProtection</b> – If the game session is in an <code>ACTIVE</code> status, it cannot be terminated
* during a scale-down event.
* </p>
* </li>
* @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;
}
/**
* <p>
* Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for
* the build that is deployed on this fleet.
* </p>
*
* @param operatingSystem
* Operating system of the fleet's computing resources. A fleet's operating system depends on the OS
* specified for the build that is deployed on this fleet.
* @see OperatingSystem
*/
public void setOperatingSystem(String operatingSystem) {
this.operatingSystem = operatingSystem;
}
/**
* <p>
* Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for
* the build that is deployed on this fleet.
* </p>
*
* @return Operating system of the fleet's computing resources. A fleet's operating system depends on the OS
* specified for the build that is deployed on this fleet.
* @see OperatingSystem
*/
public String getOperatingSystem() {
return this.operatingSystem;
}
/**
* <p>
* Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for
* the build that is deployed on this fleet.
* </p>
*
* @param operatingSystem
* Operating system of the fleet's computing resources. A fleet's operating system depends on the OS
* specified for the build that is deployed on this fleet.
* @return Returns a reference to this object so that method calls can be chained together.
* @see OperatingSystem
*/
public FleetAttributes withOperatingSystem(String operatingSystem) {
setOperatingSystem(operatingSystem);
return this;
}
/**
* <p>
* Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for
* the build that is deployed on this fleet.
* </p>
*
* @param operatingSystem
* Operating system of the fleet's computing resources. A fleet's operating system depends on the OS
* specified for the build that is deployed on this fleet.
* @see OperatingSystem
*/
public void setOperatingSystem(OperatingSystem operatingSystem) {
this.operatingSystem = operatingSystem.toString();
}
/**
* <p>
* Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for
* the build that is deployed on this fleet.
* </p>
*
* @param operatingSystem
* Operating system of the fleet's computing resources. A fleet's operating system depends on the OS
* specified for the build that is deployed on this fleet.
* @return Returns a reference to this object so that method calls can be chained together.
* @see OperatingSystem
*/
public FleetAttributes withOperatingSystem(OperatingSystem operatingSystem) {
setOperatingSystem(operatingSystem);
return this;
}
/**
* <p>
* Fleet policy to limit the number of game sessions an individual player can create over a span of time.
* </p>
*
* @param resourceCreationLimitPolicy
* Fleet policy to limit the number of game sessions an individual player can create over a span of time.
*/
public void setResourceCreationLimitPolicy(ResourceCreationLimitPolicy resourceCreationLimitPolicy) {
this.resourceCreationLimitPolicy = resourceCreationLimitPolicy;
}
/**
* <p>
* Fleet policy to limit the number of game sessions an individual player can create over a span of time.
* </p>
*
* @return Fleet policy to limit the number of game sessions an individual player can create over a span of time.
*/
public ResourceCreationLimitPolicy getResourceCreationLimitPolicy() {
return this.resourceCreationLimitPolicy;
}
/**
* <p>
* Fleet policy to limit the number of game sessions an individual player can create over a span of time.
* </p>
*
* @param resourceCreationLimitPolicy
* Fleet policy to limit the number of game sessions an individual player can create over a span of time.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public FleetAttributes withResourceCreationLimitPolicy(ResourceCreationLimitPolicy resourceCreationLimitPolicy) {
setResourceCreationLimitPolicy(resourceCreationLimitPolicy);
return this;
}
/**
* <p>
* Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an
* individual fleet or aggregated metrics for a fleets that are in a fleet metric group. Currently, a fleet can be
* included in only one metric group at a time.
* </p>
*
* @return Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an
* individual fleet or aggregated metrics for a fleets that are in a fleet metric group. Currently, a fleet
* can be included in only one metric group at a time.
*/
public java.util.List<String> getMetricGroups() {
return metricGroups;
}
/**
* <p>
* Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an
* individual fleet or aggregated metrics for a fleets that are in a fleet metric group. Currently, a fleet can be
* included in only one metric group at a time.
* </p>
*
* @param metricGroups
* Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an
* individual fleet or aggregated metrics for a fleets that are in a fleet metric group. Currently, a fleet
* can be included in only one metric group at a time.
*/
public void setMetricGroups(java.util.Collection<String> metricGroups) {
if (metricGroups == null) {
this.metricGroups = null;
return;
}
this.metricGroups = new java.util.ArrayList<String>(metricGroups);
}
/**
* <p>
* Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an
* individual fleet or aggregated metrics for a fleets that are in a fleet metric group. Currently, a fleet can be
* included in only one metric group at a time.
* </p>
* <p>
* <b>NOTE:</b> This method appends the values to the existing list (if any). Use
* {@link #setMetricGroups(java.util.Collection)} or {@link #withMetricGroups(java.util.Collection)} if you want to
* override the existing values.
* </p>
*
* @param metricGroups
* Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an
* individual fleet or aggregated metrics for a fleets that are in a fleet metric group. Currently, a fleet
* can be included in only one metric group at a time.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public FleetAttributes withMetricGroups(String... metricGroups) {
if (this.metricGroups == null) {
setMetricGroups(new java.util.ArrayList<String>(metricGroups.length));
}
for (String ele : metricGroups) {
this.metricGroups.add(ele);
}
return this;
}
/**
* <p>
* Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an
* individual fleet or aggregated metrics for a fleets that are in a fleet metric group. Currently, a fleet can be
* included in only one metric group at a time.
* </p>
*
* @param metricGroups
* Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an
* individual fleet or aggregated metrics for a fleets that are in a fleet metric group. Currently, a fleet
* can be included in only one metric group at a time.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public FleetAttributes withMetricGroups(java.util.Collection<String> metricGroups) {
setMetricGroups(metricGroups);
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: ").append(getFleetId()).append(",");
if (getFleetArn() != null)
sb.append("FleetArn: ").append(getFleetArn()).append(",");
if (getDescription() != null)
sb.append("Description: ").append(getDescription()).append(",");
if (getName() != null)
sb.append("Name: ").append(getName()).append(",");
if (getCreationTime() != null)
sb.append("CreationTime: ").append(getCreationTime()).append(",");
if (getTerminationTime() != null)
sb.append("TerminationTime: ").append(getTerminationTime()).append(",");
if (getStatus() != null)
sb.append("Status: ").append(getStatus()).append(",");
if (getBuildId() != null)
sb.append("BuildId: ").append(getBuildId()).append(",");
if (getServerLaunchPath() != null)
sb.append("ServerLaunchPath: ").append(getServerLaunchPath()).append(",");
if (getServerLaunchParameters() != null)
sb.append("ServerLaunchParameters: ").append(getServerLaunchParameters()).append(",");
if (getLogPaths() != null)
sb.append("LogPaths: ").append(getLogPaths()).append(",");
if (getNewGameSessionProtectionPolicy() != null)
sb.append("NewGameSessionProtectionPolicy: ").append(getNewGameSessionProtectionPolicy()).append(",");
if (getOperatingSystem() != null)
sb.append("OperatingSystem: ").append(getOperatingSystem()).append(",");
if (getResourceCreationLimitPolicy() != null)
sb.append("ResourceCreationLimitPolicy: ").append(getResourceCreationLimitPolicy()).append(",");
if (getMetricGroups() != null)
sb.append("MetricGroups: ").append(getMetricGroups());
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.getFleetArn() == null ^ this.getFleetArn() == null)
return false;
if (other.getFleetArn() != null && other.getFleetArn().equals(this.getFleetArn()) == 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;
if (other.getOperatingSystem() == null ^ this.getOperatingSystem() == null)
return false;
if (other.getOperatingSystem() != null && other.getOperatingSystem().equals(this.getOperatingSystem()) == false)
return false;
if (other.getResourceCreationLimitPolicy() == null ^ this.getResourceCreationLimitPolicy() == null)
return false;
if (other.getResourceCreationLimitPolicy() != null && other.getResourceCreationLimitPolicy().equals(this.getResourceCreationLimitPolicy()) == false)
return false;
if (other.getMetricGroups() == null ^ this.getMetricGroups() == null)
return false;
if (other.getMetricGroups() != null && other.getMetricGroups().equals(this.getMetricGroups()) == 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 + ((getFleetArn() == null) ? 0 : getFleetArn().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());
hashCode = prime * hashCode + ((getOperatingSystem() == null) ? 0 : getOperatingSystem().hashCode());
hashCode = prime * hashCode + ((getResourceCreationLimitPolicy() == null) ? 0 : getResourceCreationLimitPolicy().hashCode());
hashCode = prime * hashCode + ((getMetricGroups() == null) ? 0 : getMetricGroups().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);
}
}
@com.amazonaws.annotation.SdkInternalApi
@Override
public void marshall(ProtocolMarshaller protocolMarshaller) {
com.amazonaws.services.gamelift.model.transform.FleetAttributesMarshaller.getInstance().marshall(this, protocolMarshaller);
}
}