/* * Copyright 2018-2023 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; /** *
* This data type is used with the Amazon GameLift FleetIQ and game server groups. *
** Properties that describe a game server group resource. A game server group manages certain properties related to a * corresponding Amazon EC2 Auto Scaling group. *
*
* A game server group is created by a successful call to CreateGameServerGroup
and deleted by calling
* DeleteGameServerGroup
. Game server group activity can be temporarily suspended and resumed by calling
* SuspendGameServerGroup
and ResumeGameServerGroup
, respectively.
*
* A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web * Services account. *
*/ private String gameServerGroupName; /** ** A generated unique ID for the game server group. *
*/ private String gameServerGroupArn; /** ** The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups. *
*/ private String roleArn; /** ** The set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use when balancing and automatically * scaling instances in the corresponding Auto Scaling group. *
*/ private java.util.List* Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game * server group. Method options include the following: *
*
* SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable
* or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again
* be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated
* (after current gameplay ends) and are not replaced.
*
* SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server
* group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling
* back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and
* are replaced with new On-Demand Instances.
*
* ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are
* used, even when available, while this balancing strategy is in force.
*
* A flag that indicates whether instances in the game server group are protected from early termination. * Unprotected instances that have active game servers running might be terminated during a scale-down event, * causing players to be dropped from the game. Protected instances cannot be terminated while there are active game * servers running except in the event of a forced game server group deletion (see ). An exception to this is with * Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. *
*/ private String gameServerProtectionPolicy; /** ** A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group. *
*/ private String autoScalingGroupArn; /** ** The current status of the game server group. Possible statuses include: *
*
* NEW
- Amazon GameLift FleetIQ has validated the CreateGameServerGroup()
request.
*
* ACTIVATING
- Amazon GameLift FleetIQ is setting up a game server group, which includes creating an
* Auto Scaling group in your Amazon Web Services account.
*
* ACTIVE
- The game server group has been successfully created.
*
* DELETE_SCHEDULED
- A request to delete the game server group has been received.
*
* DELETING
- Amazon GameLift FleetIQ has received a valid DeleteGameServerGroup()
request
* and is processing it. Amazon GameLift FleetIQ must first complete and release hosts before it deletes the Auto
* Scaling group and the game server group.
*
* DELETED
- The game server group has been successfully deleted.
*
* ERROR
- The asynchronous processes of activating or deleting a game server group has failed,
* resulting in an error state.
*
* Additional information about the current game server group status. This information might provide additional
* insight on groups that are in ERROR
status.
*
* A list of activities that are currently suspended for this game server group. If this property is empty, all * activities are occurring. *
*/ private java.util.List
* A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057"
).
*
* A timestamp that indicates when this game server group was last updated. *
*/ private java.util.Date lastUpdatedTime; /** ** A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web * Services account. *
* * @param gameServerGroupName * A developer-defined identifier for the game server group. The name is unique for each Region in each * Amazon Web Services account. */ public void setGameServerGroupName(String gameServerGroupName) { this.gameServerGroupName = gameServerGroupName; } /** ** A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web * Services account. *
* * @return A developer-defined identifier for the game server group. The name is unique for each Region in each * Amazon Web Services account. */ public String getGameServerGroupName() { return this.gameServerGroupName; } /** ** A developer-defined identifier for the game server group. The name is unique for each Region in each Amazon Web * Services account. *
* * @param gameServerGroupName * A developer-defined identifier for the game server group. The name is unique for each Region in each * Amazon Web Services account. * @return Returns a reference to this object so that method calls can be chained together. */ public GameServerGroup withGameServerGroupName(String gameServerGroupName) { setGameServerGroupName(gameServerGroupName); return this; } /** ** A generated unique ID for the game server group. *
* * @param gameServerGroupArn * A generated unique ID for the game server group. */ public void setGameServerGroupArn(String gameServerGroupArn) { this.gameServerGroupArn = gameServerGroupArn; } /** ** A generated unique ID for the game server group. *
* * @return A generated unique ID for the game server group. */ public String getGameServerGroupArn() { return this.gameServerGroupArn; } /** ** A generated unique ID for the game server group. *
* * @param gameServerGroupArn * A generated unique ID for the game server group. * @return Returns a reference to this object so that method calls can be chained together. */ public GameServerGroup withGameServerGroupArn(String gameServerGroupArn) { setGameServerGroupArn(gameServerGroupArn); return this; } /** ** The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups. *
* * @param roleArn * The Amazon Resource Name (ARN) for an IAM role that * allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups. */ public void setRoleArn(String roleArn) { this.roleArn = roleArn; } /** ** The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups. *
* * @return The Amazon Resource Name (ARN) for an IAM role that * allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups. */ public String getRoleArn() { return this.roleArn; } /** ** The Amazon Resource Name (ARN) * for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups. *
* * @param roleArn * The Amazon Resource Name (ARN) for an IAM role that * allows Amazon GameLift to access your Amazon EC2 Auto Scaling groups. * @return Returns a reference to this object so that method calls can be chained together. */ public GameServerGroup withRoleArn(String roleArn) { setRoleArn(roleArn); return this; } /** ** The set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use when balancing and automatically * scaling instances in the corresponding Auto Scaling group. *
* * @return The set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use when balancing and * automatically scaling instances in the corresponding Auto Scaling group. */ public java.util.List* The set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use when balancing and automatically * scaling instances in the corresponding Auto Scaling group. *
* * @param instanceDefinitions * The set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use when balancing and automatically * scaling instances in the corresponding Auto Scaling group. */ public void setInstanceDefinitions(java.util.Collection* The set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use when balancing and automatically * scaling instances in the corresponding Auto Scaling group. *
** NOTE: This method appends the values to the existing list (if any). Use * {@link #setInstanceDefinitions(java.util.Collection)} or {@link #withInstanceDefinitions(java.util.Collection)} * if you want to override the existing values. *
* * @param instanceDefinitions * The set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use when balancing and automatically * scaling instances in the corresponding Auto Scaling group. * @return Returns a reference to this object so that method calls can be chained together. */ public GameServerGroup withInstanceDefinitions(InstanceDefinition... instanceDefinitions) { if (this.instanceDefinitions == null) { setInstanceDefinitions(new java.util.ArrayList* The set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use when balancing and automatically * scaling instances in the corresponding Auto Scaling group. *
* * @param instanceDefinitions * The set of Amazon EC2 instance types that Amazon GameLift FleetIQ can use when balancing and automatically * scaling instances in the corresponding Auto Scaling group. * @return Returns a reference to this object so that method calls can be chained together. */ public GameServerGroup withInstanceDefinitions(java.util.Collection* Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game * server group. Method options include the following: *
*
* SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable
* or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again
* be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated
* (after current gameplay ends) and are not replaced.
*
* SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server
* group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling
* back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and
* are replaced with new On-Demand Instances.
*
* ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are
* used, even when available, while this balancing strategy is in force.
*
* SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are
* unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot
* Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot
* Instances are terminated (after current gameplay ends) and are not replaced.
*
* SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game
* server group. If Spot Instances are unavailable, the game server group continues to provide hosting
* capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after
* current gameplay ends) and are replaced with new On-Demand Instances.
*
* ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot
* Instances are used, even when available, while this balancing strategy is in force.
*
* Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game * server group. Method options include the following: *
*
* SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable
* or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again
* be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated
* (after current gameplay ends) and are not replaced.
*
* SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server
* group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling
* back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and
* are replaced with new On-Demand Instances.
*
* ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are
* used, even when available, while this balancing strategy is in force.
*
* SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are
* unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot
* Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot
* Instances are terminated (after current gameplay ends) and are not replaced.
*
* SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game
* server group. If Spot Instances are unavailable, the game server group continues to provide hosting
* capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after
* current gameplay ends) and are replaced with new On-Demand Instances.
*
* ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot
* Instances are used, even when available, while this balancing strategy is in force.
*
* Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game * server group. Method options include the following: *
*
* SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable
* or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again
* be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated
* (after current gameplay ends) and are not replaced.
*
* SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server
* group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling
* back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and
* are replaced with new On-Demand Instances.
*
* ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are
* used, even when available, while this balancing strategy is in force.
*
* SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are
* unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot
* Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot
* Instances are terminated (after current gameplay ends) and are not replaced.
*
* SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game
* server group. If Spot Instances are unavailable, the game server group continues to provide hosting
* capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after
* current gameplay ends) and are replaced with new On-Demand Instances.
*
* ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot
* Instances are used, even when available, while this balancing strategy is in force.
*
* Indicates how Amazon GameLift FleetIQ balances the use of Spot Instances and On-Demand Instances in the game * server group. Method options include the following: *
*
* SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are unavailable
* or not viable for game hosting, the game server group provides no hosting capacity until Spot Instances can again
* be used. Until then, no new instances are started, and the existing nonviable Spot Instances are terminated
* (after current gameplay ends) and are not replaced.
*
* SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game server
* group. If Spot Instances are unavailable, the game server group continues to provide hosting capacity by falling
* back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after current gameplay ends) and
* are replaced with new On-Demand Instances.
*
* ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot Instances are
* used, even when available, while this balancing strategy is in force.
*
* SPOT_ONLY
- Only Spot Instances are used in the game server group. If Spot Instances are
* unavailable or not viable for game hosting, the game server group provides no hosting capacity until Spot
* Instances can again be used. Until then, no new instances are started, and the existing nonviable Spot
* Instances are terminated (after current gameplay ends) and are not replaced.
*
* SPOT_PREFERRED
- (default value) Spot Instances are used whenever available in the game
* server group. If Spot Instances are unavailable, the game server group continues to provide hosting
* capacity by falling back to On-Demand Instances. Existing nonviable Spot Instances are terminated (after
* current gameplay ends) and are replaced with new On-Demand Instances.
*
* ON_DEMAND_ONLY
- Only On-Demand Instances are used in the game server group. No Spot
* Instances are used, even when available, while this balancing strategy is in force.
*
* A flag that indicates whether instances in the game server group are protected from early termination. * Unprotected instances that have active game servers running might be terminated during a scale-down event, * causing players to be dropped from the game. Protected instances cannot be terminated while there are active game * servers running except in the event of a forced game server group deletion (see ). An exception to this is with * Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. *
* * @param gameServerProtectionPolicy * A flag that indicates whether instances in the game server group are protected from early termination. * Unprotected instances that have active game servers running might be terminated during a scale-down event, * causing players to be dropped from the game. Protected instances cannot be terminated while there are * active game servers running except in the event of a forced game server group deletion (see ). An * exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of * protection status. * @see GameServerProtectionPolicy */ public void setGameServerProtectionPolicy(String gameServerProtectionPolicy) { this.gameServerProtectionPolicy = gameServerProtectionPolicy; } /** ** A flag that indicates whether instances in the game server group are protected from early termination. * Unprotected instances that have active game servers running might be terminated during a scale-down event, * causing players to be dropped from the game. Protected instances cannot be terminated while there are active game * servers running except in the event of a forced game server group deletion (see ). An exception to this is with * Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. *
* * @return A flag that indicates whether instances in the game server group are protected from early termination. * Unprotected instances that have active game servers running might be terminated during a scale-down * event, causing players to be dropped from the game. Protected instances cannot be terminated while there * are active game servers running except in the event of a forced game server group deletion (see ). An * exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of * protection status. * @see GameServerProtectionPolicy */ public String getGameServerProtectionPolicy() { return this.gameServerProtectionPolicy; } /** ** A flag that indicates whether instances in the game server group are protected from early termination. * Unprotected instances that have active game servers running might be terminated during a scale-down event, * causing players to be dropped from the game. Protected instances cannot be terminated while there are active game * servers running except in the event of a forced game server group deletion (see ). An exception to this is with * Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. *
* * @param gameServerProtectionPolicy * A flag that indicates whether instances in the game server group are protected from early termination. * Unprotected instances that have active game servers running might be terminated during a scale-down event, * causing players to be dropped from the game. Protected instances cannot be terminated while there are * active game servers running except in the event of a forced game server group deletion (see ). An * exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of * protection status. * @return Returns a reference to this object so that method calls can be chained together. * @see GameServerProtectionPolicy */ public GameServerGroup withGameServerProtectionPolicy(String gameServerProtectionPolicy) { setGameServerProtectionPolicy(gameServerProtectionPolicy); return this; } /** ** A flag that indicates whether instances in the game server group are protected from early termination. * Unprotected instances that have active game servers running might be terminated during a scale-down event, * causing players to be dropped from the game. Protected instances cannot be terminated while there are active game * servers running except in the event of a forced game server group deletion (see ). An exception to this is with * Spot Instances, which can be terminated by Amazon Web Services regardless of protection status. *
* * @param gameServerProtectionPolicy * A flag that indicates whether instances in the game server group are protected from early termination. * Unprotected instances that have active game servers running might be terminated during a scale-down event, * causing players to be dropped from the game. Protected instances cannot be terminated while there are * active game servers running except in the event of a forced game server group deletion (see ). An * exception to this is with Spot Instances, which can be terminated by Amazon Web Services regardless of * protection status. * @return Returns a reference to this object so that method calls can be chained together. * @see GameServerProtectionPolicy */ public GameServerGroup withGameServerProtectionPolicy(GameServerProtectionPolicy gameServerProtectionPolicy) { this.gameServerProtectionPolicy = gameServerProtectionPolicy.toString(); return this; } /** ** A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group. *
* * @param autoScalingGroupArn * A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server * group. */ public void setAutoScalingGroupArn(String autoScalingGroupArn) { this.autoScalingGroupArn = autoScalingGroupArn; } /** ** A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group. *
* * @return A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server * group. */ public String getAutoScalingGroupArn() { return this.autoScalingGroupArn; } /** ** A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server group. *
* * @param autoScalingGroupArn * A generated unique ID for the Amazon EC2 Auto Scaling group that is associated with this game server * group. * @return Returns a reference to this object so that method calls can be chained together. */ public GameServerGroup withAutoScalingGroupArn(String autoScalingGroupArn) { setAutoScalingGroupArn(autoScalingGroupArn); return this; } /** ** The current status of the game server group. Possible statuses include: *
*
* NEW
- Amazon GameLift FleetIQ has validated the CreateGameServerGroup()
request.
*
* ACTIVATING
- Amazon GameLift FleetIQ is setting up a game server group, which includes creating an
* Auto Scaling group in your Amazon Web Services account.
*
* ACTIVE
- The game server group has been successfully created.
*
* DELETE_SCHEDULED
- A request to delete the game server group has been received.
*
* DELETING
- Amazon GameLift FleetIQ has received a valid DeleteGameServerGroup()
request
* and is processing it. Amazon GameLift FleetIQ must first complete and release hosts before it deletes the Auto
* Scaling group and the game server group.
*
* DELETED
- The game server group has been successfully deleted.
*
* ERROR
- The asynchronous processes of activating or deleting a game server group has failed,
* resulting in an error state.
*
* NEW
- Amazon GameLift FleetIQ has validated the CreateGameServerGroup()
request.
*
* ACTIVATING
- Amazon GameLift FleetIQ is setting up a game server group, which includes
* creating an Auto Scaling group in your Amazon Web Services account.
*
* ACTIVE
- The game server group has been successfully created.
*
* DELETE_SCHEDULED
- A request to delete the game server group has been received.
*
* DELETING
- Amazon GameLift FleetIQ has received a valid DeleteGameServerGroup()
* request and is processing it. Amazon GameLift FleetIQ must first complete and release hosts before it
* deletes the Auto Scaling group and the game server group.
*
* DELETED
- The game server group has been successfully deleted.
*
* ERROR
- The asynchronous processes of activating or deleting a game server group has failed,
* resulting in an error state.
*
* The current status of the game server group. Possible statuses include: *
*
* NEW
- Amazon GameLift FleetIQ has validated the CreateGameServerGroup()
request.
*
* ACTIVATING
- Amazon GameLift FleetIQ is setting up a game server group, which includes creating an
* Auto Scaling group in your Amazon Web Services account.
*
* ACTIVE
- The game server group has been successfully created.
*
* DELETE_SCHEDULED
- A request to delete the game server group has been received.
*
* DELETING
- Amazon GameLift FleetIQ has received a valid DeleteGameServerGroup()
request
* and is processing it. Amazon GameLift FleetIQ must first complete and release hosts before it deletes the Auto
* Scaling group and the game server group.
*
* DELETED
- The game server group has been successfully deleted.
*
* ERROR
- The asynchronous processes of activating or deleting a game server group has failed,
* resulting in an error state.
*
* NEW
- Amazon GameLift FleetIQ has validated the CreateGameServerGroup()
* request.
*
* ACTIVATING
- Amazon GameLift FleetIQ is setting up a game server group, which includes
* creating an Auto Scaling group in your Amazon Web Services account.
*
* ACTIVE
- The game server group has been successfully created.
*
* DELETE_SCHEDULED
- A request to delete the game server group has been received.
*
* DELETING
- Amazon GameLift FleetIQ has received a valid DeleteGameServerGroup()
* request and is processing it. Amazon GameLift FleetIQ must first complete and release hosts before it
* deletes the Auto Scaling group and the game server group.
*
* DELETED
- The game server group has been successfully deleted.
*
* ERROR
- The asynchronous processes of activating or deleting a game server group has failed,
* resulting in an error state.
*
* The current status of the game server group. Possible statuses include: *
*
* NEW
- Amazon GameLift FleetIQ has validated the CreateGameServerGroup()
request.
*
* ACTIVATING
- Amazon GameLift FleetIQ is setting up a game server group, which includes creating an
* Auto Scaling group in your Amazon Web Services account.
*
* ACTIVE
- The game server group has been successfully created.
*
* DELETE_SCHEDULED
- A request to delete the game server group has been received.
*
* DELETING
- Amazon GameLift FleetIQ has received a valid DeleteGameServerGroup()
request
* and is processing it. Amazon GameLift FleetIQ must first complete and release hosts before it deletes the Auto
* Scaling group and the game server group.
*
* DELETED
- The game server group has been successfully deleted.
*
* ERROR
- The asynchronous processes of activating or deleting a game server group has failed,
* resulting in an error state.
*
* NEW
- Amazon GameLift FleetIQ has validated the CreateGameServerGroup()
request.
*
* ACTIVATING
- Amazon GameLift FleetIQ is setting up a game server group, which includes
* creating an Auto Scaling group in your Amazon Web Services account.
*
* ACTIVE
- The game server group has been successfully created.
*
* DELETE_SCHEDULED
- A request to delete the game server group has been received.
*
* DELETING
- Amazon GameLift FleetIQ has received a valid DeleteGameServerGroup()
* request and is processing it. Amazon GameLift FleetIQ must first complete and release hosts before it
* deletes the Auto Scaling group and the game server group.
*
* DELETED
- The game server group has been successfully deleted.
*
* ERROR
- The asynchronous processes of activating or deleting a game server group has failed,
* resulting in an error state.
*
* The current status of the game server group. Possible statuses include: *
*
* NEW
- Amazon GameLift FleetIQ has validated the CreateGameServerGroup()
request.
*
* ACTIVATING
- Amazon GameLift FleetIQ is setting up a game server group, which includes creating an
* Auto Scaling group in your Amazon Web Services account.
*
* ACTIVE
- The game server group has been successfully created.
*
* DELETE_SCHEDULED
- A request to delete the game server group has been received.
*
* DELETING
- Amazon GameLift FleetIQ has received a valid DeleteGameServerGroup()
request
* and is processing it. Amazon GameLift FleetIQ must first complete and release hosts before it deletes the Auto
* Scaling group and the game server group.
*
* DELETED
- The game server group has been successfully deleted.
*
* ERROR
- The asynchronous processes of activating or deleting a game server group has failed,
* resulting in an error state.
*
* NEW
- Amazon GameLift FleetIQ has validated the CreateGameServerGroup()
request.
*
* ACTIVATING
- Amazon GameLift FleetIQ is setting up a game server group, which includes
* creating an Auto Scaling group in your Amazon Web Services account.
*
* ACTIVE
- The game server group has been successfully created.
*
* DELETE_SCHEDULED
- A request to delete the game server group has been received.
*
* DELETING
- Amazon GameLift FleetIQ has received a valid DeleteGameServerGroup()
* request and is processing it. Amazon GameLift FleetIQ must first complete and release hosts before it
* deletes the Auto Scaling group and the game server group.
*
* DELETED
- The game server group has been successfully deleted.
*
* ERROR
- The asynchronous processes of activating or deleting a game server group has failed,
* resulting in an error state.
*
* Additional information about the current game server group status. This information might provide additional
* insight on groups that are in ERROR
status.
*
ERROR
status.
*/
public void setStatusReason(String statusReason) {
this.statusReason = statusReason;
}
/**
*
* Additional information about the current game server group status. This information might provide additional
* insight on groups that are in ERROR
status.
*
ERROR
status.
*/
public String getStatusReason() {
return this.statusReason;
}
/**
*
* Additional information about the current game server group status. This information might provide additional
* insight on groups that are in ERROR
status.
*
ERROR
status.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public GameServerGroup withStatusReason(String statusReason) {
setStatusReason(statusReason);
return this;
}
/**
* * A list of activities that are currently suspended for this game server group. If this property is empty, all * activities are occurring. *
* * @return A list of activities that are currently suspended for this game server group. If this property is empty, * all activities are occurring. * @see GameServerGroupAction */ public java.util.List* A list of activities that are currently suspended for this game server group. If this property is empty, all * activities are occurring. *
* * @param suspendedActions * A list of activities that are currently suspended for this game server group. If this property is empty, * all activities are occurring. * @see GameServerGroupAction */ public void setSuspendedActions(java.util.Collection* A list of activities that are currently suspended for this game server group. If this property is empty, all * activities are occurring. *
** NOTE: This method appends the values to the existing list (if any). Use * {@link #setSuspendedActions(java.util.Collection)} or {@link #withSuspendedActions(java.util.Collection)} if you * want to override the existing values. *
* * @param suspendedActions * A list of activities that are currently suspended for this game server group. If this property is empty, * all activities are occurring. * @return Returns a reference to this object so that method calls can be chained together. * @see GameServerGroupAction */ public GameServerGroup withSuspendedActions(String... suspendedActions) { if (this.suspendedActions == null) { setSuspendedActions(new java.util.ArrayList* A list of activities that are currently suspended for this game server group. If this property is empty, all * activities are occurring. *
* * @param suspendedActions * A list of activities that are currently suspended for this game server group. If this property is empty, * all activities are occurring. * @return Returns a reference to this object so that method calls can be chained together. * @see GameServerGroupAction */ public GameServerGroup withSuspendedActions(java.util.Collection* A list of activities that are currently suspended for this game server group. If this property is empty, all * activities are occurring. *
* * @param suspendedActions * A list of activities that are currently suspended for this game server group. If this property is empty, * all activities are occurring. * @return Returns a reference to this object so that method calls can be chained together. * @see GameServerGroupAction */ public GameServerGroup withSuspendedActions(GameServerGroupAction... suspendedActions) { java.util.ArrayList
* A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057"
).
*
"1469498468.057"
).
*/
public void setCreationTime(java.util.Date creationTime) {
this.creationTime = creationTime;
}
/**
*
* A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057"
).
*
"1469498468.057"
).
*/
public java.util.Date getCreationTime() {
return this.creationTime;
}
/**
*
* A time stamp indicating when this data object was created. Format is a number expressed in Unix time as
* milliseconds (for example "1469498468.057"
).
*
"1469498468.057"
).
* @return Returns a reference to this object so that method calls can be chained together.
*/
public GameServerGroup withCreationTime(java.util.Date creationTime) {
setCreationTime(creationTime);
return this;
}
/**
* * A timestamp that indicates when this game server group was last updated. *
* * @param lastUpdatedTime * A timestamp that indicates when this game server group was last updated. */ public void setLastUpdatedTime(java.util.Date lastUpdatedTime) { this.lastUpdatedTime = lastUpdatedTime; } /** ** A timestamp that indicates when this game server group was last updated. *
* * @return A timestamp that indicates when this game server group was last updated. */ public java.util.Date getLastUpdatedTime() { return this.lastUpdatedTime; } /** ** A timestamp that indicates when this game server group was last updated. *
* * @param lastUpdatedTime * A timestamp that indicates when this game server group was last updated. * @return Returns a reference to this object so that method calls can be chained together. */ public GameServerGroup withLastUpdatedTime(java.util.Date lastUpdatedTime) { setLastUpdatedTime(lastUpdatedTime); return this; } /** * Returns a string representation of this object. This is useful for testing and debugging. Sensitive data will be * redacted from this string using a placeholder value. * * @return A string representation of this object. * * @see java.lang.Object#toString() */ @Override public String toString() { StringBuilder sb = new StringBuilder(); sb.append("{"); if (getGameServerGroupName() != null) sb.append("GameServerGroupName: ").append(getGameServerGroupName()).append(","); if (getGameServerGroupArn() != null) sb.append("GameServerGroupArn: ").append(getGameServerGroupArn()).append(","); if (getRoleArn() != null) sb.append("RoleArn: ").append(getRoleArn()).append(","); if (getInstanceDefinitions() != null) sb.append("InstanceDefinitions: ").append(getInstanceDefinitions()).append(","); if (getBalancingStrategy() != null) sb.append("BalancingStrategy: ").append(getBalancingStrategy()).append(","); if (getGameServerProtectionPolicy() != null) sb.append("GameServerProtectionPolicy: ").append(getGameServerProtectionPolicy()).append(","); if (getAutoScalingGroupArn() != null) sb.append("AutoScalingGroupArn: ").append(getAutoScalingGroupArn()).append(","); if (getStatus() != null) sb.append("Status: ").append(getStatus()).append(","); if (getStatusReason() != null) sb.append("StatusReason: ").append(getStatusReason()).append(","); if (getSuspendedActions() != null) sb.append("SuspendedActions: ").append(getSuspendedActions()).append(","); if (getCreationTime() != null) sb.append("CreationTime: ").append(getCreationTime()).append(","); if (getLastUpdatedTime() != null) sb.append("LastUpdatedTime: ").append(getLastUpdatedTime()); sb.append("}"); return sb.toString(); } @Override public boolean equals(Object obj) { if (this == obj) return true; if (obj == null) return false; if (obj instanceof GameServerGroup == false) return false; GameServerGroup other = (GameServerGroup) obj; if (other.getGameServerGroupName() == null ^ this.getGameServerGroupName() == null) return false; if (other.getGameServerGroupName() != null && other.getGameServerGroupName().equals(this.getGameServerGroupName()) == false) return false; if (other.getGameServerGroupArn() == null ^ this.getGameServerGroupArn() == null) return false; if (other.getGameServerGroupArn() != null && other.getGameServerGroupArn().equals(this.getGameServerGroupArn()) == false) return false; if (other.getRoleArn() == null ^ this.getRoleArn() == null) return false; if (other.getRoleArn() != null && other.getRoleArn().equals(this.getRoleArn()) == false) return false; if (other.getInstanceDefinitions() == null ^ this.getInstanceDefinitions() == null) return false; if (other.getInstanceDefinitions() != null && other.getInstanceDefinitions().equals(this.getInstanceDefinitions()) == false) return false; if (other.getBalancingStrategy() == null ^ this.getBalancingStrategy() == null) return false; if (other.getBalancingStrategy() != null && other.getBalancingStrategy().equals(this.getBalancingStrategy()) == false) return false; if (other.getGameServerProtectionPolicy() == null ^ this.getGameServerProtectionPolicy() == null) return false; if (other.getGameServerProtectionPolicy() != null && other.getGameServerProtectionPolicy().equals(this.getGameServerProtectionPolicy()) == false) return false; if (other.getAutoScalingGroupArn() == null ^ this.getAutoScalingGroupArn() == null) return false; if (other.getAutoScalingGroupArn() != null && other.getAutoScalingGroupArn().equals(this.getAutoScalingGroupArn()) == 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.getStatusReason() == null ^ this.getStatusReason() == null) return false; if (other.getStatusReason() != null && other.getStatusReason().equals(this.getStatusReason()) == false) return false; if (other.getSuspendedActions() == null ^ this.getSuspendedActions() == null) return false; if (other.getSuspendedActions() != null && other.getSuspendedActions().equals(this.getSuspendedActions()) == 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.getLastUpdatedTime() == null ^ this.getLastUpdatedTime() == null) return false; if (other.getLastUpdatedTime() != null && other.getLastUpdatedTime().equals(this.getLastUpdatedTime()) == false) return false; return true; } @Override public int hashCode() { final int prime = 31; int hashCode = 1; hashCode = prime * hashCode + ((getGameServerGroupName() == null) ? 0 : getGameServerGroupName().hashCode()); hashCode = prime * hashCode + ((getGameServerGroupArn() == null) ? 0 : getGameServerGroupArn().hashCode()); hashCode = prime * hashCode + ((getRoleArn() == null) ? 0 : getRoleArn().hashCode()); hashCode = prime * hashCode + ((getInstanceDefinitions() == null) ? 0 : getInstanceDefinitions().hashCode()); hashCode = prime * hashCode + ((getBalancingStrategy() == null) ? 0 : getBalancingStrategy().hashCode()); hashCode = prime * hashCode + ((getGameServerProtectionPolicy() == null) ? 0 : getGameServerProtectionPolicy().hashCode()); hashCode = prime * hashCode + ((getAutoScalingGroupArn() == null) ? 0 : getAutoScalingGroupArn().hashCode()); hashCode = prime * hashCode + ((getStatus() == null) ? 0 : getStatus().hashCode()); hashCode = prime * hashCode + ((getStatusReason() == null) ? 0 : getStatusReason().hashCode()); hashCode = prime * hashCode + ((getSuspendedActions() == null) ? 0 : getSuspendedActions().hashCode()); hashCode = prime * hashCode + ((getCreationTime() == null) ? 0 : getCreationTime().hashCode()); hashCode = prime * hashCode + ((getLastUpdatedTime() == null) ? 0 : getLastUpdatedTime().hashCode()); return hashCode; } @Override public GameServerGroup clone() { try { return (GameServerGroup) 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.GameServerGroupMarshaller.getInstance().marshall(this, protocolMarshaller); } }