/* * 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; /** *
* Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes * a type of group to be created and defines the parameters for acceptable player matches. *
** A rule set may define the following elements for a match. For detailed information and examples showing how to * construct a rule set, see Build a FlexMatch rule set. *
** Teams -- Required. A rule set must define one or multiple teams for the match and set minimum and maximum team sizes. * For example, a rule set might describe a 4x4 match that requires all eight slots to be filled. *
** Player attributes -- Optional. These attributes specify a set of player characteristics to evaluate when looking for * a match. Matchmaking requests that use a rule set with player attributes must provide the corresponding attribute * values. For example, an attribute might specify a player's skill or level. *
** Rules -- Optional. Rules define how to evaluate potential players for a match based on player attributes. A rule * might specify minimum requirements for individual players, teams, or entire matches. For example, a rule might * require each player to meet a certain skill level, each team to have at least one player in a certain role, or the * match to have a minimum average skill level. or may describe an entire group--such as all teams must be evenly * matched or have at least one player in a certain role. *
** Expansions -- Optional. Expansions allow you to relax the rules after a period of time when no acceptable matches are * found. This feature lets you balance getting players into games in a reasonable amount of time instead of making them * wait indefinitely for the best possible match. For example, you might use an expansion to increase the maximum skill * variance between players after 30 seconds. *
** A unique identifier for the matchmaking rule set *
*/ private String ruleSetName; /** *
* The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique
* across all Regions. Format is
* arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name>
. In a GameLift rule set
* ARN, the resource ID matches the RuleSetName value.
*
* A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most * elements support a description field. *
*/ private String ruleSetBody; /** *
* 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 unique identifier for the matchmaking rule set *
* * @param ruleSetName * A unique identifier for the matchmaking rule set */ public void setRuleSetName(String ruleSetName) { this.ruleSetName = ruleSetName; } /** ** A unique identifier for the matchmaking rule set *
* * @return A unique identifier for the matchmaking rule set */ public String getRuleSetName() { return this.ruleSetName; } /** ** A unique identifier for the matchmaking rule set *
* * @param ruleSetName * A unique identifier for the matchmaking rule set * @return Returns a reference to this object so that method calls can be chained together. */ public MatchmakingRuleSet withRuleSetName(String ruleSetName) { setRuleSetName(ruleSetName); return this; } /** *
* The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique
* across all Regions. Format is
* arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name>
. In a GameLift rule set
* ARN, the resource ID matches the RuleSetName value.
*
arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name>
.
* In a GameLift rule set ARN, the resource ID matches the RuleSetName value.
*/
public void setRuleSetArn(String ruleSetArn) {
this.ruleSetArn = ruleSetArn;
}
/**
*
* The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique
* across all Regions. Format is
* arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name>
. In a GameLift rule set
* ARN, the resource ID matches the RuleSetName value.
*
arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name>
.
* In a GameLift rule set ARN, the resource ID matches the RuleSetName value.
*/
public String getRuleSetArn() {
return this.ruleSetArn;
}
/**
*
* The Amazon Resource Name (ARN)
* that is assigned to a Amazon GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique
* across all Regions. Format is
* arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name>
. In a GameLift rule set
* ARN, the resource ID matches the RuleSetName value.
*
arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name>
.
* In a GameLift rule set ARN, the resource ID matches the RuleSetName value.
* @return Returns a reference to this object so that method calls can be chained together.
*/
public MatchmakingRuleSet withRuleSetArn(String ruleSetArn) {
setRuleSetArn(ruleSetArn);
return this;
}
/**
* * A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most * elements support a description field. *
* * @param ruleSetBody * A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most * elements support a description field. */ public void setRuleSetBody(String ruleSetBody) { this.ruleSetBody = ruleSetBody; } /** ** A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most * elements support a description field. *
* * @return A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most * elements support a description field. */ public String getRuleSetBody() { return this.ruleSetBody; } /** ** A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most * elements support a description field. *
* * @param ruleSetBody * A collection of matchmaking rules, formatted as a JSON string. Comments are not allowed in JSON, but most * elements support a description field. * @return Returns a reference to this object so that method calls can be chained together. */ public MatchmakingRuleSet withRuleSetBody(String ruleSetBody) { setRuleSetBody(ruleSetBody); return this; } /** *
* 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 MatchmakingRuleSet withCreationTime(java.util.Date creationTime) {
setCreationTime(creationTime);
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 (getRuleSetName() != null)
sb.append("RuleSetName: ").append(getRuleSetName()).append(",");
if (getRuleSetArn() != null)
sb.append("RuleSetArn: ").append(getRuleSetArn()).append(",");
if (getRuleSetBody() != null)
sb.append("RuleSetBody: ").append(getRuleSetBody()).append(",");
if (getCreationTime() != null)
sb.append("CreationTime: ").append(getCreationTime());
sb.append("}");
return sb.toString();
}
@Override
public boolean equals(Object obj) {
if (this == obj)
return true;
if (obj == null)
return false;
if (obj instanceof MatchmakingRuleSet == false)
return false;
MatchmakingRuleSet other = (MatchmakingRuleSet) obj;
if (other.getRuleSetName() == null ^ this.getRuleSetName() == null)
return false;
if (other.getRuleSetName() != null && other.getRuleSetName().equals(this.getRuleSetName()) == false)
return false;
if (other.getRuleSetArn() == null ^ this.getRuleSetArn() == null)
return false;
if (other.getRuleSetArn() != null && other.getRuleSetArn().equals(this.getRuleSetArn()) == false)
return false;
if (other.getRuleSetBody() == null ^ this.getRuleSetBody() == null)
return false;
if (other.getRuleSetBody() != null && other.getRuleSetBody().equals(this.getRuleSetBody()) == false)
return false;
if (other.getCreationTime() == null ^ this.getCreationTime() == null)
return false;
if (other.getCreationTime() != null && other.getCreationTime().equals(this.getCreationTime()) == false)
return false;
return true;
}
@Override
public int hashCode() {
final int prime = 31;
int hashCode = 1;
hashCode = prime * hashCode + ((getRuleSetName() == null) ? 0 : getRuleSetName().hashCode());
hashCode = prime * hashCode + ((getRuleSetArn() == null) ? 0 : getRuleSetArn().hashCode());
hashCode = prime * hashCode + ((getRuleSetBody() == null) ? 0 : getRuleSetBody().hashCode());
hashCode = prime * hashCode + ((getCreationTime() == null) ? 0 : getCreationTime().hashCode());
return hashCode;
}
@Override
public MatchmakingRuleSet clone() {
try {
return (MatchmakingRuleSet) 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.MatchmakingRuleSetMarshaller.getInstance().marshall(this, protocolMarshaller);
}
}