/*
* 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>
* Properties describing a game session.
* </p>
*
* @see <a href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSession" target="_top">AWS API
* Documentation</a>
*/
@Generated("com.amazonaws:aws-java-sdk-code-generator")
public class GameSession implements Serializable, Cloneable, StructuredPojo {
/**
* <p>
* Unique identifier for the game session. A game session ID has the following format:
* <code>arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token></code>
* .
* </p>
*/
private String gameSessionId;
/**
* <p>
* Descriptive label that is associated with a game session. Session names do not need to be unique.
* </p>
*/
private String name;
/**
* <p>
* Unique identifier for a fleet the game session is running on.
* </p>
*/
private String fleetId;
/**
* <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>
* Number of players currently in the game session.
* </p>
*/
private Integer currentPlayerSessionCount;
/**
* <p>
* Maximum number of players that can be connected simultaneously to the game session.
* </p>
*/
private Integer maximumPlayerSessionCount;
/**
* <p>
* Current status of the game session. A game session must have an <code>ACTIVE</code> status to have player
* sessions.
* </p>
*/
private String status;
/**
* <p>
* Set of developer-defined properties for a game session. These properties are passed to the server process hosting
* the game session.
* </p>
*/
private java.util.List<GameProperty> gameProperties;
/**
* <p>
* IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and
* port number.
* </p>
*/
private String ipAddress;
/**
* <p>
* Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address
* and port number.
* </p>
*/
private Integer port;
/**
* <p>
* Indicates whether or not the game session is accepting new players.
* </p>
*/
private String playerSessionCreationPolicy;
/**
* <p>
* Unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that
* limits the number of game sessions a player can create.
* </p>
*/
private String creatorId;
/**
* <p>
* Unique identifier for the game session. A game session ID has the following format:
* <code>arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token></code>
* .
* </p>
*
* @param gameSessionId
* Unique identifier for the game session. A game session ID has the following format:
* <code>arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token></code>
* .
*/
public void setGameSessionId(String gameSessionId) {
this.gameSessionId = gameSessionId;
}
/**
* <p>
* Unique identifier for the game session. A game session ID has the following format:
* <code>arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token></code>
* .
* </p>
*
* @return Unique identifier for the game session. A game session ID has the following format:
* <code>arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token></code>
* .
*/
public String getGameSessionId() {
return this.gameSessionId;
}
/**
* <p>
* Unique identifier for the game session. A game session ID has the following format:
* <code>arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token></code>
* .
* </p>
*
* @param gameSessionId
* Unique identifier for the game session. A game session ID has the following format:
* <code>arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token></code>
* .
* @return Returns a reference to this object so that method calls can be chained together.
*/
public GameSession withGameSessionId(String gameSessionId) {
setGameSessionId(gameSessionId);
return this;
}
/**
* <p>
* Descriptive label that is associated with a game session. Session names do not need to be unique.
* </p>
*
* @param name
* Descriptive label that is associated with a game session. Session names do not need to be unique.
*/
public void setName(String name) {
this.name = name;
}
/**
* <p>
* Descriptive label that is associated with a game session. Session names do not need to be unique.
* </p>
*
* @return Descriptive label that is associated with a game session. Session names do not need to be unique.
*/
public String getName() {
return this.name;
}
/**
* <p>
* Descriptive label that is associated with a game session. Session names do not need to be unique.
* </p>
*
* @param name
* Descriptive label that is associated with a game session. Session names do not need to be unique.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public GameSession withName(String name) {
setName(name);
return this;
}
/**
* <p>
* Unique identifier for a fleet the game session is running on.
* </p>
*
* @param fleetId
* Unique identifier for a fleet the game session is running on.
*/
public void setFleetId(String fleetId) {
this.fleetId = fleetId;
}
/**
* <p>
* Unique identifier for a fleet the game session is running on.
* </p>
*
* @return Unique identifier for a fleet the game session is running on.
*/
public String getFleetId() {
return this.fleetId;
}
/**
* <p>
* Unique identifier for a fleet the game session is running on.
* </p>
*
* @param fleetId
* Unique identifier for a fleet the game session is running on.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public GameSession withFleetId(String fleetId) {
setFleetId(fleetId);
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 GameSession 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 GameSession withTerminationTime(java.util.Date terminationTime) {
setTerminationTime(terminationTime);
return this;
}
/**
* <p>
* Number of players currently in the game session.
* </p>
*
* @param currentPlayerSessionCount
* Number of players currently in the game session.
*/
public void setCurrentPlayerSessionCount(Integer currentPlayerSessionCount) {
this.currentPlayerSessionCount = currentPlayerSessionCount;
}
/**
* <p>
* Number of players currently in the game session.
* </p>
*
* @return Number of players currently in the game session.
*/
public Integer getCurrentPlayerSessionCount() {
return this.currentPlayerSessionCount;
}
/**
* <p>
* Number of players currently in the game session.
* </p>
*
* @param currentPlayerSessionCount
* Number of players currently in the game session.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public GameSession withCurrentPlayerSessionCount(Integer currentPlayerSessionCount) {
setCurrentPlayerSessionCount(currentPlayerSessionCount);
return this;
}
/**
* <p>
* Maximum number of players that can be connected simultaneously to the game session.
* </p>
*
* @param maximumPlayerSessionCount
* Maximum number of players that can be connected simultaneously to the game session.
*/
public void setMaximumPlayerSessionCount(Integer maximumPlayerSessionCount) {
this.maximumPlayerSessionCount = maximumPlayerSessionCount;
}
/**
* <p>
* Maximum number of players that can be connected simultaneously to the game session.
* </p>
*
* @return Maximum number of players that can be connected simultaneously to the game session.
*/
public Integer getMaximumPlayerSessionCount() {
return this.maximumPlayerSessionCount;
}
/**
* <p>
* Maximum number of players that can be connected simultaneously to the game session.
* </p>
*
* @param maximumPlayerSessionCount
* Maximum number of players that can be connected simultaneously to the game session.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public GameSession withMaximumPlayerSessionCount(Integer maximumPlayerSessionCount) {
setMaximumPlayerSessionCount(maximumPlayerSessionCount);
return this;
}
/**
* <p>
* Current status of the game session. A game session must have an <code>ACTIVE</code> status to have player
* sessions.
* </p>
*
* @param status
* Current status of the game session. A game session must have an <code>ACTIVE</code> status to have player
* sessions.
* @see GameSessionStatus
*/
public void setStatus(String status) {
this.status = status;
}
/**
* <p>
* Current status of the game session. A game session must have an <code>ACTIVE</code> status to have player
* sessions.
* </p>
*
* @return Current status of the game session. A game session must have an <code>ACTIVE</code> status to have player
* sessions.
* @see GameSessionStatus
*/
public String getStatus() {
return this.status;
}
/**
* <p>
* Current status of the game session. A game session must have an <code>ACTIVE</code> status to have player
* sessions.
* </p>
*
* @param status
* Current status of the game session. A game session must have an <code>ACTIVE</code> status to have player
* sessions.
* @return Returns a reference to this object so that method calls can be chained together.
* @see GameSessionStatus
*/
public GameSession withStatus(String status) {
setStatus(status);
return this;
}
/**
* <p>
* Current status of the game session. A game session must have an <code>ACTIVE</code> status to have player
* sessions.
* </p>
*
* @param status
* Current status of the game session. A game session must have an <code>ACTIVE</code> status to have player
* sessions.
* @see GameSessionStatus
*/
public void setStatus(GameSessionStatus status) {
this.status = status.toString();
}
/**
* <p>
* Current status of the game session. A game session must have an <code>ACTIVE</code> status to have player
* sessions.
* </p>
*
* @param status
* Current status of the game session. A game session must have an <code>ACTIVE</code> status to have player
* sessions.
* @return Returns a reference to this object so that method calls can be chained together.
* @see GameSessionStatus
*/
public GameSession withStatus(GameSessionStatus status) {
setStatus(status);
return this;
}
/**
* <p>
* Set of developer-defined properties for a game session. These properties are passed to the server process hosting
* the game session.
* </p>
*
* @return Set of developer-defined properties for a game session. These properties are passed to the server process
* hosting the game session.
*/
public java.util.List<GameProperty> getGameProperties() {
return gameProperties;
}
/**
* <p>
* Set of developer-defined properties for a game session. These properties are passed to the server process hosting
* the game session.
* </p>
*
* @param gameProperties
* Set of developer-defined properties for a game session. These properties are passed to the server process
* hosting the game session.
*/
public void setGameProperties(java.util.Collection<GameProperty> gameProperties) {
if (gameProperties == null) {
this.gameProperties = null;
return;
}
this.gameProperties = new java.util.ArrayList<GameProperty>(gameProperties);
}
/**
* <p>
* Set of developer-defined properties for a game session. These properties are passed to the server process hosting
* the game session.
* </p>
* <p>
* <b>NOTE:</b> This method appends the values to the existing list (if any). Use
* {@link #setGameProperties(java.util.Collection)} or {@link #withGameProperties(java.util.Collection)} if you want
* to override the existing values.
* </p>
*
* @param gameProperties
* Set of developer-defined properties for a game session. These properties are passed to the server process
* hosting the game session.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public GameSession withGameProperties(GameProperty... gameProperties) {
if (this.gameProperties == null) {
setGameProperties(new java.util.ArrayList<GameProperty>(gameProperties.length));
}
for (GameProperty ele : gameProperties) {
this.gameProperties.add(ele);
}
return this;
}
/**
* <p>
* Set of developer-defined properties for a game session. These properties are passed to the server process hosting
* the game session.
* </p>
*
* @param gameProperties
* Set of developer-defined properties for a game session. These properties are passed to the server process
* hosting the game session.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public GameSession withGameProperties(java.util.Collection<GameProperty> gameProperties) {
setGameProperties(gameProperties);
return this;
}
/**
* <p>
* IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and
* port number.
* </p>
*
* @param ipAddress
* IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP
* address and port number.
*/
public void setIpAddress(String ipAddress) {
this.ipAddress = ipAddress;
}
/**
* <p>
* IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and
* port number.
* </p>
*
* @return IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP
* address and port number.
*/
public String getIpAddress() {
return this.ipAddress;
}
/**
* <p>
* IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and
* port number.
* </p>
*
* @param ipAddress
* IP address of the game session. To connect to a Amazon GameLift game server, an app needs both the IP
* address and port number.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public GameSession withIpAddress(String ipAddress) {
setIpAddress(ipAddress);
return this;
}
/**
* <p>
* Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address
* and port number.
* </p>
*
* @param port
* Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP
* address and port number.
*/
public void setPort(Integer port) {
this.port = port;
}
/**
* <p>
* Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address
* and port number.
* </p>
*
* @return Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP
* address and port number.
*/
public Integer getPort() {
return this.port;
}
/**
* <p>
* Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address
* and port number.
* </p>
*
* @param port
* Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP
* address and port number.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public GameSession withPort(Integer port) {
setPort(port);
return this;
}
/**
* <p>
* Indicates whether or not the game session is accepting new players.
* </p>
*
* @param playerSessionCreationPolicy
* Indicates whether or not the game session is accepting new players.
* @see PlayerSessionCreationPolicy
*/
public void setPlayerSessionCreationPolicy(String playerSessionCreationPolicy) {
this.playerSessionCreationPolicy = playerSessionCreationPolicy;
}
/**
* <p>
* Indicates whether or not the game session is accepting new players.
* </p>
*
* @return Indicates whether or not the game session is accepting new players.
* @see PlayerSessionCreationPolicy
*/
public String getPlayerSessionCreationPolicy() {
return this.playerSessionCreationPolicy;
}
/**
* <p>
* Indicates whether or not the game session is accepting new players.
* </p>
*
* @param playerSessionCreationPolicy
* Indicates whether or not the game session is accepting new players.
* @return Returns a reference to this object so that method calls can be chained together.
* @see PlayerSessionCreationPolicy
*/
public GameSession withPlayerSessionCreationPolicy(String playerSessionCreationPolicy) {
setPlayerSessionCreationPolicy(playerSessionCreationPolicy);
return this;
}
/**
* <p>
* Indicates whether or not the game session is accepting new players.
* </p>
*
* @param playerSessionCreationPolicy
* Indicates whether or not the game session is accepting new players.
* @see PlayerSessionCreationPolicy
*/
public void setPlayerSessionCreationPolicy(PlayerSessionCreationPolicy playerSessionCreationPolicy) {
this.playerSessionCreationPolicy = playerSessionCreationPolicy.toString();
}
/**
* <p>
* Indicates whether or not the game session is accepting new players.
* </p>
*
* @param playerSessionCreationPolicy
* Indicates whether or not the game session is accepting new players.
* @return Returns a reference to this object so that method calls can be chained together.
* @see PlayerSessionCreationPolicy
*/
public GameSession withPlayerSessionCreationPolicy(PlayerSessionCreationPolicy playerSessionCreationPolicy) {
setPlayerSessionCreationPolicy(playerSessionCreationPolicy);
return this;
}
/**
* <p>
* Unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that
* limits the number of game sessions a player can create.
* </p>
*
* @param creatorId
* Unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists),
* that limits the number of game sessions a player can create.
*/
public void setCreatorId(String creatorId) {
this.creatorId = creatorId;
}
/**
* <p>
* Unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that
* limits the number of game sessions a player can create.
* </p>
*
* @return Unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists),
* that limits the number of game sessions a player can create.
*/
public String getCreatorId() {
return this.creatorId;
}
/**
* <p>
* Unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists), that
* limits the number of game sessions a player can create.
* </p>
*
* @param creatorId
* Unique identifier for a player. This ID is used to enforce a resource protection policy (if one exists),
* that limits the number of game sessions a player can create.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public GameSession withCreatorId(String creatorId) {
setCreatorId(creatorId);
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 (getGameSessionId() != null)
sb.append("GameSessionId: ").append(getGameSessionId()).append(",");
if (getName() != null)
sb.append("Name: ").append(getName()).append(",");
if (getFleetId() != null)
sb.append("FleetId: ").append(getFleetId()).append(",");
if (getCreationTime() != null)
sb.append("CreationTime: ").append(getCreationTime()).append(",");
if (getTerminationTime() != null)
sb.append("TerminationTime: ").append(getTerminationTime()).append(",");
if (getCurrentPlayerSessionCount() != null)
sb.append("CurrentPlayerSessionCount: ").append(getCurrentPlayerSessionCount()).append(",");
if (getMaximumPlayerSessionCount() != null)
sb.append("MaximumPlayerSessionCount: ").append(getMaximumPlayerSessionCount()).append(",");
if (getStatus() != null)
sb.append("Status: ").append(getStatus()).append(",");
if (getGameProperties() != null)
sb.append("GameProperties: ").append(getGameProperties()).append(",");
if (getIpAddress() != null)
sb.append("IpAddress: ").append(getIpAddress()).append(",");
if (getPort() != null)
sb.append("Port: ").append(getPort()).append(",");
if (getPlayerSessionCreationPolicy() != null)
sb.append("PlayerSessionCreationPolicy: ").append(getPlayerSessionCreationPolicy()).append(",");
if (getCreatorId() != null)
sb.append("CreatorId: ").append(getCreatorId());
sb.append("}");
return sb.toString();
}
@Override
public boolean equals(Object obj) {
if (this == obj)
return true;
if (obj == null)
return false;
if (obj instanceof GameSession == false)
return false;
GameSession other = (GameSession) obj;
if (other.getGameSessionId() == null ^ this.getGameSessionId() == null)
return false;
if (other.getGameSessionId() != null && other.getGameSessionId().equals(this.getGameSessionId()) == 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.getFleetId() == null ^ this.getFleetId() == null)
return false;
if (other.getFleetId() != null && other.getFleetId().equals(this.getFleetId()) == 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.getCurrentPlayerSessionCount() == null ^ this.getCurrentPlayerSessionCount() == null)
return false;
if (other.getCurrentPlayerSessionCount() != null && other.getCurrentPlayerSessionCount().equals(this.getCurrentPlayerSessionCount()) == false)
return false;
if (other.getMaximumPlayerSessionCount() == null ^ this.getMaximumPlayerSessionCount() == null)
return false;
if (other.getMaximumPlayerSessionCount() != null && other.getMaximumPlayerSessionCount().equals(this.getMaximumPlayerSessionCount()) == 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.getGameProperties() == null ^ this.getGameProperties() == null)
return false;
if (other.getGameProperties() != null && other.getGameProperties().equals(this.getGameProperties()) == false)
return false;
if (other.getIpAddress() == null ^ this.getIpAddress() == null)
return false;
if (other.getIpAddress() != null && other.getIpAddress().equals(this.getIpAddress()) == false)
return false;
if (other.getPort() == null ^ this.getPort() == null)
return false;
if (other.getPort() != null && other.getPort().equals(this.getPort()) == false)
return false;
if (other.getPlayerSessionCreationPolicy() == null ^ this.getPlayerSessionCreationPolicy() == null)
return false;
if (other.getPlayerSessionCreationPolicy() != null && other.getPlayerSessionCreationPolicy().equals(this.getPlayerSessionCreationPolicy()) == false)
return false;
if (other.getCreatorId() == null ^ this.getCreatorId() == null)
return false;
if (other.getCreatorId() != null && other.getCreatorId().equals(this.getCreatorId()) == false)
return false;
return true;
}
@Override
public int hashCode() {
final int prime = 31;
int hashCode = 1;
hashCode = prime * hashCode + ((getGameSessionId() == null) ? 0 : getGameSessionId().hashCode());
hashCode = prime * hashCode + ((getName() == null) ? 0 : getName().hashCode());
hashCode = prime * hashCode + ((getFleetId() == null) ? 0 : getFleetId().hashCode());
hashCode = prime * hashCode + ((getCreationTime() == null) ? 0 : getCreationTime().hashCode());
hashCode = prime * hashCode + ((getTerminationTime() == null) ? 0 : getTerminationTime().hashCode());
hashCode = prime * hashCode + ((getCurrentPlayerSessionCount() == null) ? 0 : getCurrentPlayerSessionCount().hashCode());
hashCode = prime * hashCode + ((getMaximumPlayerSessionCount() == null) ? 0 : getMaximumPlayerSessionCount().hashCode());
hashCode = prime * hashCode + ((getStatus() == null) ? 0 : getStatus().hashCode());
hashCode = prime * hashCode + ((getGameProperties() == null) ? 0 : getGameProperties().hashCode());
hashCode = prime * hashCode + ((getIpAddress() == null) ? 0 : getIpAddress().hashCode());
hashCode = prime * hashCode + ((getPort() == null) ? 0 : getPort().hashCode());
hashCode = prime * hashCode + ((getPlayerSessionCreationPolicy() == null) ? 0 : getPlayerSessionCreationPolicy().hashCode());
hashCode = prime * hashCode + ((getCreatorId() == null) ? 0 : getCreatorId().hashCode());
return hashCode;
}
@Override
public GameSession clone() {
try {
return (GameSession) 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.GameSessionMarshaller.getInstance().marshall(this, protocolMarshaller);
}
}