Class FleetAttributes

java.lang.Object
com.amazonaws.services.gamelift.model.FleetAttributes
All Implemented Interfaces:
Serializable, Cloneable

public class FleetAttributes extends Object implements Serializable, Cloneable

General properties describing a fleet.

See Also:
  • Constructor Details

    • FleetAttributes

      public FleetAttributes()
  • Method Details

    • setFleetId

      public void setFleetId(String fleetId)

      Unique identifier for a fleet.

      Parameters:
      fleetId - Unique identifier for a fleet.
    • getFleetId

      public String getFleetId()

      Unique identifier for a fleet.

      Returns:
      Unique identifier for a fleet.
    • withFleetId

      public FleetAttributes withFleetId(String fleetId)

      Unique identifier for a fleet.

      Parameters:
      fleetId - Unique identifier for a fleet.
      Returns:
      Returns a reference to this object so that method calls can be chained together.
    • setDescription

      public void setDescription(String description)

      Human-readable description of the fleet.

      Parameters:
      description - Human-readable description of the fleet.
    • getDescription

      public String getDescription()

      Human-readable description of the fleet.

      Returns:
      Human-readable description of the fleet.
    • withDescription

      public FleetAttributes withDescription(String description)

      Human-readable description of the fleet.

      Parameters:
      description - Human-readable description of the fleet.
      Returns:
      Returns a reference to this object so that method calls can be chained together.
    • setName

      public void setName(String name)

      Descriptive label associated with this fleet. Fleet names do not need to be unique.

      Parameters:
      name - Descriptive label associated with this fleet. Fleet names do not need to be unique.
    • getName

      public String getName()

      Descriptive label associated with this fleet. Fleet names do not need to be unique.

      Returns:
      Descriptive label associated with this fleet. Fleet names do not need to be unique.
    • withName

      public FleetAttributes withName(String name)

      Descriptive label associated with this fleet. Fleet names do not need to be unique.

      Parameters:
      name - Descriptive label associated with this fleet. Fleet names do not need to be unique.
      Returns:
      Returns a reference to this object so that method calls can be chained together.
    • setCreationTime

      public void setCreationTime(Date creationTime)

      Time stamp indicating when this object was created. Format is an integer representing the number of seconds since the Unix epoch (Unix time).

      Parameters:
      creationTime - Time stamp indicating when this object was created. Format is an integer representing the number of seconds since the Unix epoch (Unix time).
    • getCreationTime

      public Date getCreationTime()

      Time stamp indicating when this object was created. Format is an integer representing the number of seconds since the Unix epoch (Unix time).

      Returns:
      Time stamp indicating when this object was created. Format is an integer representing the number of seconds since the Unix epoch (Unix time).
    • withCreationTime

      public FleetAttributes withCreationTime(Date creationTime)

      Time stamp indicating when this object was created. Format is an integer representing the number of seconds since the Unix epoch (Unix time).

      Parameters:
      creationTime - Time stamp indicating when this object was created. Format is an integer representing the number of seconds since the Unix epoch (Unix time).
      Returns:
      Returns a reference to this object so that method calls can be chained together.
    • setTerminationTime

      public void setTerminationTime(Date terminationTime)

      Time stamp indicating when this fleet was terminated. Format is an integer representing the number of seconds since the Unix epoch (Unix time).

      Parameters:
      terminationTime - Time stamp indicating when this fleet was terminated. Format is an integer representing the number of seconds since the Unix epoch (Unix time).
    • getTerminationTime

      public Date getTerminationTime()

      Time stamp indicating when this fleet was terminated. Format is an integer representing the number of seconds since the Unix epoch (Unix time).

      Returns:
      Time stamp indicating when this fleet was terminated. Format is an integer representing the number of seconds since the Unix epoch (Unix time).
    • withTerminationTime

      public FleetAttributes withTerminationTime(Date terminationTime)

      Time stamp indicating when this fleet was terminated. Format is an integer representing the number of seconds since the Unix epoch (Unix time).

      Parameters:
      terminationTime - Time stamp indicating when this fleet was terminated. Format is an integer representing the number of seconds since the Unix epoch (Unix time).
      Returns:
      Returns a reference to this object so that method calls can be chained together.
    • setStatus

      public void setStatus(String status)

      Current status of the fleet. Possible fleet states include:

      • NEW: A new fleet has been defined and hosts allocated.
      • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is being set up with the game build, and new hosts are being started.
      • ACTIVE: Hosts can now accept game sessions.
      • ERROR: An error occurred when downloading, validating, building, or activating the fleet.
      • DELETING: Hosts are responding to a delete fleet request.
      • TERMINATED: The fleet no longer exists.

      Parameters:
      status - Current status of the fleet. Possible fleet states include:
      • NEW: A new fleet has been defined and hosts allocated.
      • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is being set up with the game build, and new hosts are being started.
      • ACTIVE: Hosts can now accept game sessions.
      • ERROR: An error occurred when downloading, validating, building, or activating the fleet.
      • DELETING: Hosts are responding to a delete fleet request.
      • TERMINATED: The fleet no longer exists.
      See Also:
    • getStatus

      public String getStatus()

      Current status of the fleet. Possible fleet states include:

      • NEW: A new fleet has been defined and hosts allocated.
      • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is being set up with the game build, and new hosts are being started.
      • ACTIVE: Hosts can now accept game sessions.
      • ERROR: An error occurred when downloading, validating, building, or activating the fleet.
      • DELETING: Hosts are responding to a delete fleet request.
      • TERMINATED: The fleet no longer exists.

      Returns:
      Current status of the fleet. Possible fleet states include:
      • NEW: A new fleet has been defined and hosts allocated.
      • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is being set up with the game build, and new hosts are being started.
      • ACTIVE: Hosts can now accept game sessions.
      • ERROR: An error occurred when downloading, validating, building, or activating the fleet.
      • DELETING: Hosts are responding to a delete fleet request.
      • TERMINATED: The fleet no longer exists.
      See Also:
    • withStatus

      public FleetAttributes withStatus(String status)

      Current status of the fleet. Possible fleet states include:

      • NEW: A new fleet has been defined and hosts allocated.
      • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is being set up with the game build, and new hosts are being started.
      • ACTIVE: Hosts can now accept game sessions.
      • ERROR: An error occurred when downloading, validating, building, or activating the fleet.
      • DELETING: Hosts are responding to a delete fleet request.
      • TERMINATED: The fleet no longer exists.

      Parameters:
      status - Current status of the fleet. Possible fleet states include:
      • NEW: A new fleet has been defined and hosts allocated.
      • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is being set up with the game build, and new hosts are being started.
      • ACTIVE: Hosts can now accept game sessions.
      • ERROR: An error occurred when downloading, validating, building, or activating the fleet.
      • DELETING: Hosts are responding to a delete fleet request.
      • TERMINATED: The fleet no longer exists.
      Returns:
      Returns a reference to this object so that method calls can be chained together.
      See Also:
    • setStatus

      public void setStatus(FleetStatus status)

      Current status of the fleet. Possible fleet states include:

      • NEW: A new fleet has been defined and hosts allocated.
      • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is being set up with the game build, and new hosts are being started.
      • ACTIVE: Hosts can now accept game sessions.
      • ERROR: An error occurred when downloading, validating, building, or activating the fleet.
      • DELETING: Hosts are responding to a delete fleet request.
      • TERMINATED: The fleet no longer exists.

      Parameters:
      status - Current status of the fleet. Possible fleet states include:
      • NEW: A new fleet has been defined and hosts allocated.
      • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is being set up with the game build, and new hosts are being started.
      • ACTIVE: Hosts can now accept game sessions.
      • ERROR: An error occurred when downloading, validating, building, or activating the fleet.
      • DELETING: Hosts are responding to a delete fleet request.
      • TERMINATED: The fleet no longer exists.
      See Also:
    • withStatus

      public FleetAttributes withStatus(FleetStatus status)

      Current status of the fleet. Possible fleet states include:

      • NEW: A new fleet has been defined and hosts allocated.
      • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is being set up with the game build, and new hosts are being started.
      • ACTIVE: Hosts can now accept game sessions.
      • ERROR: An error occurred when downloading, validating, building, or activating the fleet.
      • DELETING: Hosts are responding to a delete fleet request.
      • TERMINATED: The fleet no longer exists.

      Parameters:
      status - Current status of the fleet. Possible fleet states include:
      • NEW: A new fleet has been defined and hosts allocated.
      • DOWNLOADING/VALIDATING/BUILDING/ACTIVATING: The new fleet is being set up with the game build, and new hosts are being started.
      • ACTIVE: Hosts can now accept game sessions.
      • ERROR: An error occurred when downloading, validating, building, or activating the fleet.
      • DELETING: Hosts are responding to a delete fleet request.
      • TERMINATED: The fleet no longer exists.
      Returns:
      Returns a reference to this object so that method calls can be chained together.
      See Also:
    • setBuildId

      public void setBuildId(String buildId)

      Unique identifier for a build.

      Parameters:
      buildId - Unique identifier for a build.
    • getBuildId

      public String getBuildId()

      Unique identifier for a build.

      Returns:
      Unique identifier for a build.
    • withBuildId

      public FleetAttributes withBuildId(String buildId)

      Unique identifier for a build.

      Parameters:
      buildId - Unique identifier for a build.
      Returns:
      Returns a reference to this object so that method calls can be chained together.
    • setServerLaunchPath

      public void setServerLaunchPath(String serverLaunchPath)

      Path to the launch executable for the game server. A game server is built into a C:\game drive. This value must be expressed as C:\game\[launchpath]. Example: If, when built, your game server files are in a folder called "MyGame", your log path should be C:\game\MyGame\server.exe.

      Parameters:
      serverLaunchPath - Path to the launch executable for the game server. A game server is built into a C:\game drive. This value must be expressed as C:\game\[launchpath]. Example: If, when built, your game server files are in a folder called "MyGame", your log path should be C:\game\MyGame\server.exe.
    • getServerLaunchPath

      public String getServerLaunchPath()

      Path to the launch executable for the game server. A game server is built into a C:\game drive. This value must be expressed as C:\game\[launchpath]. Example: If, when built, your game server files are in a folder called "MyGame", your log path should be C:\game\MyGame\server.exe.

      Returns:
      Path to the launch executable for the game server. A game server is built into a C:\game drive. This value must be expressed as C:\game\[launchpath]. Example: If, when built, your game server files are in a folder called "MyGame", your log path should be C:\game\MyGame\server.exe.
    • withServerLaunchPath

      public FleetAttributes withServerLaunchPath(String serverLaunchPath)

      Path to the launch executable for the game server. A game server is built into a C:\game drive. This value must be expressed as C:\game\[launchpath]. Example: If, when built, your game server files are in a folder called "MyGame", your log path should be C:\game\MyGame\server.exe.

      Parameters:
      serverLaunchPath - Path to the launch executable for the game server. A game server is built into a C:\game drive. This value must be expressed as C:\game\[launchpath]. Example: If, when built, your game server files are in a folder called "MyGame", your log path should be C:\game\MyGame\server.exe.
      Returns:
      Returns a reference to this object so that method calls can be chained together.
    • setServerLaunchParameters

      public void setServerLaunchParameters(String serverLaunchParameters)

      Parameters required to launch your game server. These parameters should be expressed as a string of command-line parameters. Example: "+sv_port 33435 +start_lobby".

      Parameters:
      serverLaunchParameters - Parameters required to launch your game server. These parameters should be expressed as a string of command-line parameters. Example: "+sv_port 33435 +start_lobby".
    • getServerLaunchParameters

      public String getServerLaunchParameters()

      Parameters required to launch your game server. These parameters should be expressed as a string of command-line parameters. Example: "+sv_port 33435 +start_lobby".

      Returns:
      Parameters required to launch your game server. These parameters should be expressed as a string of command-line parameters. Example: "+sv_port 33435 +start_lobby".
    • withServerLaunchParameters

      public FleetAttributes withServerLaunchParameters(String serverLaunchParameters)

      Parameters required to launch your game server. These parameters should be expressed as a string of command-line parameters. Example: "+sv_port 33435 +start_lobby".

      Parameters:
      serverLaunchParameters - Parameters required to launch your game server. These parameters should be expressed as a string of command-line parameters. Example: "+sv_port 33435 +start_lobby".
      Returns:
      Returns a reference to this object so that method calls can be chained together.
    • getLogPaths

      public List<String> getLogPaths()

      Path to game-session log files generated by your game server. Once a game session has been terminated, Amazon GameLift captures and stores the logs on Amazon S3. Use the GameLift console to access the stored logs.

      Returns:
      Path to game-session log files generated by your game server. Once a game session has been terminated, Amazon GameLift captures and stores the logs on Amazon S3. Use the GameLift console to access the stored logs.
    • setLogPaths

      public void setLogPaths(Collection<String> logPaths)

      Path to game-session log files generated by your game server. Once a game session has been terminated, Amazon GameLift captures and stores the logs on Amazon S3. Use the GameLift console to access the stored logs.

      Parameters:
      logPaths - Path to game-session log files generated by your game server. Once a game session has been terminated, Amazon GameLift captures and stores the logs on Amazon S3. Use the GameLift console to access the stored logs.
    • withLogPaths

      public FleetAttributes withLogPaths(String... logPaths)

      Path to game-session log files generated by your game server. Once a game session has been terminated, Amazon GameLift captures and stores the logs on Amazon S3. Use the GameLift console to access the stored logs.

      NOTE: This method appends the values to the existing list (if any). Use setLogPaths(java.util.Collection) or withLogPaths(java.util.Collection) if you want to override the existing values.

      Parameters:
      logPaths - Path to game-session log files generated by your game server. Once a game session has been terminated, Amazon GameLift captures and stores the logs on Amazon S3. Use the GameLift console to access the stored logs.
      Returns:
      Returns a reference to this object so that method calls can be chained together.
    • withLogPaths

      public FleetAttributes withLogPaths(Collection<String> logPaths)

      Path to game-session log files generated by your game server. Once a game session has been terminated, Amazon GameLift captures and stores the logs on Amazon S3. Use the GameLift console to access the stored logs.

      Parameters:
      logPaths - Path to game-session log files generated by your game server. Once a game session has been terminated, Amazon GameLift captures and stores the logs on Amazon S3. Use the GameLift console to access the stored logs.
      Returns:
      Returns a reference to this object so that method calls can be chained together.
    • setNewGameSessionProtectionPolicy

      public void setNewGameSessionProtectionPolicy(String newGameSessionProtectionPolicy)

      Type of game session protection to set for all new instances started in the fleet.

      • NoProtection: The game session can be terminated during a scale-down event.
      • FullProtection: If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

      Parameters:
      newGameSessionProtectionPolicy - Type of game session protection to set for all new instances started in the fleet.
      • NoProtection: The game session can be terminated during a scale-down event.
      • FullProtection: If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
      See Also:
    • getNewGameSessionProtectionPolicy

      public String getNewGameSessionProtectionPolicy()

      Type of game session protection to set for all new instances started in the fleet.

      • NoProtection: The game session can be terminated during a scale-down event.
      • FullProtection: If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

      Returns:
      Type of game session protection to set for all new instances started in the fleet.
      • NoProtection: The game session can be terminated during a scale-down event.
      • FullProtection: If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
      See Also:
    • withNewGameSessionProtectionPolicy

      public FleetAttributes withNewGameSessionProtectionPolicy(String newGameSessionProtectionPolicy)

      Type of game session protection to set for all new instances started in the fleet.

      • NoProtection: The game session can be terminated during a scale-down event.
      • FullProtection: If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

      Parameters:
      newGameSessionProtectionPolicy - Type of game session protection to set for all new instances started in the fleet.
      • NoProtection: The game session can be terminated during a scale-down event.
      • FullProtection: If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
      Returns:
      Returns a reference to this object so that method calls can be chained together.
      See Also:
    • setNewGameSessionProtectionPolicy

      public void setNewGameSessionProtectionPolicy(ProtectionPolicy newGameSessionProtectionPolicy)

      Type of game session protection to set for all new instances started in the fleet.

      • NoProtection: The game session can be terminated during a scale-down event.
      • FullProtection: If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

      Parameters:
      newGameSessionProtectionPolicy - Type of game session protection to set for all new instances started in the fleet.
      • NoProtection: The game session can be terminated during a scale-down event.
      • FullProtection: If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
      See Also:
    • withNewGameSessionProtectionPolicy

      public FleetAttributes withNewGameSessionProtectionPolicy(ProtectionPolicy newGameSessionProtectionPolicy)

      Type of game session protection to set for all new instances started in the fleet.

      • NoProtection: The game session can be terminated during a scale-down event.
      • FullProtection: If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.

      Parameters:
      newGameSessionProtectionPolicy - Type of game session protection to set for all new instances started in the fleet.
      • NoProtection: The game session can be terminated during a scale-down event.
      • FullProtection: If the game session is in an ACTIVE status, it cannot be terminated during a scale-down event.
      Returns:
      Returns a reference to this object so that method calls can be chained together.
      See Also:
    • toString

      public String toString()
      Returns a string representation of this object; useful for testing and debugging.
      Overrides:
      toString in class Object
      Returns:
      A string representation of this object.
      See Also:
    • equals

      public boolean equals(Object obj)
      Overrides:
      equals in class Object
    • hashCode

      public int hashCode()
      Overrides:
      hashCode in class Object
    • clone

      public FleetAttributes clone()
      Overrides:
      clone in class Object