/*
* 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>
* Collection of server process configurations that describe what processes should be run on each instance in a fleet.
* An instance can launch and maintain multiple server processes based on the runtime configuration; it regularly checks
* for an updated runtime configuration and starts new server processes to match the latest version.
* </p>
* <p>
* The key purpose of a runtime configuration with multiple server process configurations is to be able to run more than
* one kind of game server in a single fleet. You can include configurations for more than one server executable in
* order to run two or more different programs to run on the same instance. This option might be useful, for example, to
* run more than one version of your game server on the same fleet. Another option is to specify configurations for the
* same server executable but with different launch parameters.
* </p>
* <p>
* A Amazon GameLift instance is limited to 50 processes running simultaneously. To calculate the total number of
* processes specified in a runtime configuration, add the values of the <code>ConcurrentExecutions</code> parameter for
* each <code> <a>ServerProcess</a> </code> object in the runtime configuration.
* </p>
*
* @see <a href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RuntimeConfiguration" target="_top">AWS API
* Documentation</a>
*/
@Generated("com.amazonaws:aws-java-sdk-code-generator")
public class RuntimeConfiguration implements Serializable, Cloneable, StructuredPojo {
/**
* <p>
* Collection of server process configurations that describe which server processes to run on each instance in a
* fleet.
* </p>
*/
private java.util.List<ServerProcess> serverProcesses;
/**
* <p>
* Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting
* limits the amount of instance resources that can be used for new game activations at any one time.
* </p>
*/
private Integer maxConcurrentGameSessionActivations;
/**
* <p>
* Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is
* not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.
* </p>
*/
private Integer gameSessionActivationTimeoutSeconds;
/**
* <p>
* Collection of server process configurations that describe which server processes to run on each instance in a
* fleet.
* </p>
*
* @return Collection of server process configurations that describe which server processes to run on each instance
* in a fleet.
*/
public java.util.List<ServerProcess> getServerProcesses() {
return serverProcesses;
}
/**
* <p>
* Collection of server process configurations that describe which server processes to run on each instance in a
* fleet.
* </p>
*
* @param serverProcesses
* Collection of server process configurations that describe which server processes to run on each instance
* in a fleet.
*/
public void setServerProcesses(java.util.Collection<ServerProcess> serverProcesses) {
if (serverProcesses == null) {
this.serverProcesses = null;
return;
}
this.serverProcesses = new java.util.ArrayList<ServerProcess>(serverProcesses);
}
/**
* <p>
* Collection of server process configurations that describe which server processes to run on each instance in a
* fleet.
* </p>
* <p>
* <b>NOTE:</b> This method appends the values to the existing list (if any). Use
* {@link #setServerProcesses(java.util.Collection)} or {@link #withServerProcesses(java.util.Collection)} if you
* want to override the existing values.
* </p>
*
* @param serverProcesses
* Collection of server process configurations that describe which server processes to run on each instance
* in a fleet.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public RuntimeConfiguration withServerProcesses(ServerProcess... serverProcesses) {
if (this.serverProcesses == null) {
setServerProcesses(new java.util.ArrayList<ServerProcess>(serverProcesses.length));
}
for (ServerProcess ele : serverProcesses) {
this.serverProcesses.add(ele);
}
return this;
}
/**
* <p>
* Collection of server process configurations that describe which server processes to run on each instance in a
* fleet.
* </p>
*
* @param serverProcesses
* Collection of server process configurations that describe which server processes to run on each instance
* in a fleet.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public RuntimeConfiguration withServerProcesses(java.util.Collection<ServerProcess> serverProcesses) {
setServerProcesses(serverProcesses);
return this;
}
/**
* <p>
* Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting
* limits the amount of instance resources that can be used for new game activations at any one time.
* </p>
*
* @param maxConcurrentGameSessionActivations
* Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This
* setting limits the amount of instance resources that can be used for new game activations at any one time.
*/
public void setMaxConcurrentGameSessionActivations(Integer maxConcurrentGameSessionActivations) {
this.maxConcurrentGameSessionActivations = maxConcurrentGameSessionActivations;
}
/**
* <p>
* Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting
* limits the amount of instance resources that can be used for new game activations at any one time.
* </p>
*
* @return Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This
* setting limits the amount of instance resources that can be used for new game activations at any one
* time.
*/
public Integer getMaxConcurrentGameSessionActivations() {
return this.maxConcurrentGameSessionActivations;
}
/**
* <p>
* Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting
* limits the amount of instance resources that can be used for new game activations at any one time.
* </p>
*
* @param maxConcurrentGameSessionActivations
* Maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This
* setting limits the amount of instance resources that can be used for new game activations at any one time.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public RuntimeConfiguration withMaxConcurrentGameSessionActivations(Integer maxConcurrentGameSessionActivations) {
setMaxConcurrentGameSessionActivations(maxConcurrentGameSessionActivations);
return this;
}
/**
* <p>
* Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is
* not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.
* </p>
*
* @param gameSessionActivationTimeoutSeconds
* Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game
* session is not active before the timeout, activation is terminated and the game session status is changed
* to TERMINATED.
*/
public void setGameSessionActivationTimeoutSeconds(Integer gameSessionActivationTimeoutSeconds) {
this.gameSessionActivationTimeoutSeconds = gameSessionActivationTimeoutSeconds;
}
/**
* <p>
* Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is
* not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.
* </p>
*
* @return Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game
* session is not active before the timeout, activation is terminated and the game session status is changed
* to TERMINATED.
*/
public Integer getGameSessionActivationTimeoutSeconds() {
return this.gameSessionActivationTimeoutSeconds;
}
/**
* <p>
* Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is
* not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.
* </p>
*
* @param gameSessionActivationTimeoutSeconds
* Maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game
* session is not active before the timeout, activation is terminated and the game session status is changed
* to TERMINATED.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public RuntimeConfiguration withGameSessionActivationTimeoutSeconds(Integer gameSessionActivationTimeoutSeconds) {
setGameSessionActivationTimeoutSeconds(gameSessionActivationTimeoutSeconds);
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 (getServerProcesses() != null)
sb.append("ServerProcesses: ").append(getServerProcesses()).append(",");
if (getMaxConcurrentGameSessionActivations() != null)
sb.append("MaxConcurrentGameSessionActivations: ").append(getMaxConcurrentGameSessionActivations()).append(",");
if (getGameSessionActivationTimeoutSeconds() != null)
sb.append("GameSessionActivationTimeoutSeconds: ").append(getGameSessionActivationTimeoutSeconds());
sb.append("}");
return sb.toString();
}
@Override
public boolean equals(Object obj) {
if (this == obj)
return true;
if (obj == null)
return false;
if (obj instanceof RuntimeConfiguration == false)
return false;
RuntimeConfiguration other = (RuntimeConfiguration) obj;
if (other.getServerProcesses() == null ^ this.getServerProcesses() == null)
return false;
if (other.getServerProcesses() != null && other.getServerProcesses().equals(this.getServerProcesses()) == false)
return false;
if (other.getMaxConcurrentGameSessionActivations() == null ^ this.getMaxConcurrentGameSessionActivations() == null)
return false;
if (other.getMaxConcurrentGameSessionActivations() != null
&& other.getMaxConcurrentGameSessionActivations().equals(this.getMaxConcurrentGameSessionActivations()) == false)
return false;
if (other.getGameSessionActivationTimeoutSeconds() == null ^ this.getGameSessionActivationTimeoutSeconds() == null)
return false;
if (other.getGameSessionActivationTimeoutSeconds() != null
&& other.getGameSessionActivationTimeoutSeconds().equals(this.getGameSessionActivationTimeoutSeconds()) == false)
return false;
return true;
}
@Override
public int hashCode() {
final int prime = 31;
int hashCode = 1;
hashCode = prime * hashCode + ((getServerProcesses() == null) ? 0 : getServerProcesses().hashCode());
hashCode = prime * hashCode + ((getMaxConcurrentGameSessionActivations() == null) ? 0 : getMaxConcurrentGameSessionActivations().hashCode());
hashCode = prime * hashCode + ((getGameSessionActivationTimeoutSeconds() == null) ? 0 : getGameSessionActivationTimeoutSeconds().hashCode());
return hashCode;
}
@Override
public RuntimeConfiguration clone() {
try {
return (RuntimeConfiguration) 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.RuntimeConfigurationMarshaller.getInstance().marshall(this, protocolMarshaller);
}
}