@Generated(value="com.amazonaws:aws-java-sdk-code-generator") public class GameServer extends Object implements Serializable, Cloneable, StructuredPojo
This data type is used with the Amazon GameLift FleetIQ and game server groups.
Properties describing a game server that is running on an instance in a game server group.
A game server is created by a successful call to RegisterGameServer
and deleted by calling
DeregisterGameServer
. A game server is claimed to host a game session by calling
ClaimGameServer
.
Constructor and Description |
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GameServer() |
Modifier and Type | Method and Description |
---|---|
GameServer |
clone() |
boolean |
equals(Object obj) |
String |
getClaimStatus()
Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game.
|
String |
getConnectionInfo()
The port and IP address that must be used to establish a client connection to the game server.
|
String |
getGameServerData()
A set of custom game server properties, formatted as a single string value.
|
String |
getGameServerGroupArn()
The ARN identifier for the game server group where the game server is located.
|
String |
getGameServerGroupName()
A unique identifier for the game server group where the game server is running.
|
String |
getGameServerId()
A custom string that uniquely identifies the game server.
|
String |
getInstanceId()
The unique identifier for the instance where the game server is running.
|
Date |
getLastClaimTime()
Timestamp that indicates the last time the game server was claimed.
|
Date |
getLastHealthCheckTime()
Timestamp that indicates the last time the game server was updated with health status.
|
Date |
getRegistrationTime()
Timestamp that indicates when the game server registered.
|
String |
getUtilizationStatus()
Indicates whether the game server is currently available for new games or is busy.
|
int |
hashCode() |
void |
marshall(ProtocolMarshaller protocolMarshaller)
Marshalls this structured data using the given
ProtocolMarshaller . |
void |
setClaimStatus(String claimStatus)
Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game.
|
void |
setConnectionInfo(String connectionInfo)
The port and IP address that must be used to establish a client connection to the game server.
|
void |
setGameServerData(String gameServerData)
A set of custom game server properties, formatted as a single string value.
|
void |
setGameServerGroupArn(String gameServerGroupArn)
The ARN identifier for the game server group where the game server is located.
|
void |
setGameServerGroupName(String gameServerGroupName)
A unique identifier for the game server group where the game server is running.
|
void |
setGameServerId(String gameServerId)
A custom string that uniquely identifies the game server.
|
void |
setInstanceId(String instanceId)
The unique identifier for the instance where the game server is running.
|
void |
setLastClaimTime(Date lastClaimTime)
Timestamp that indicates the last time the game server was claimed.
|
void |
setLastHealthCheckTime(Date lastHealthCheckTime)
Timestamp that indicates the last time the game server was updated with health status.
|
void |
setRegistrationTime(Date registrationTime)
Timestamp that indicates when the game server registered.
|
void |
setUtilizationStatus(String utilizationStatus)
Indicates whether the game server is currently available for new games or is busy.
|
String |
toString()
Returns a string representation of this object.
|
GameServer |
withClaimStatus(GameServerClaimStatus claimStatus)
Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game.
|
GameServer |
withClaimStatus(String claimStatus)
Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game.
|
GameServer |
withConnectionInfo(String connectionInfo)
The port and IP address that must be used to establish a client connection to the game server.
|
GameServer |
withGameServerData(String gameServerData)
A set of custom game server properties, formatted as a single string value.
|
GameServer |
withGameServerGroupArn(String gameServerGroupArn)
The ARN identifier for the game server group where the game server is located.
|
GameServer |
withGameServerGroupName(String gameServerGroupName)
A unique identifier for the game server group where the game server is running.
|
GameServer |
withGameServerId(String gameServerId)
A custom string that uniquely identifies the game server.
|
GameServer |
withInstanceId(String instanceId)
The unique identifier for the instance where the game server is running.
|
GameServer |
withLastClaimTime(Date lastClaimTime)
Timestamp that indicates the last time the game server was claimed.
|
GameServer |
withLastHealthCheckTime(Date lastHealthCheckTime)
Timestamp that indicates the last time the game server was updated with health status.
|
GameServer |
withRegistrationTime(Date registrationTime)
Timestamp that indicates when the game server registered.
|
GameServer |
withUtilizationStatus(GameServerUtilizationStatus utilizationStatus)
Indicates whether the game server is currently available for new games or is busy.
|
GameServer |
withUtilizationStatus(String utilizationStatus)
Indicates whether the game server is currently available for new games or is busy.
|
public void setGameServerGroupName(String gameServerGroupName)
A unique identifier for the game server group where the game server is running.
gameServerGroupName
- A unique identifier for the game server group where the game server is running.public String getGameServerGroupName()
A unique identifier for the game server group where the game server is running.
public GameServer withGameServerGroupName(String gameServerGroupName)
A unique identifier for the game server group where the game server is running.
gameServerGroupName
- A unique identifier for the game server group where the game server is running.public void setGameServerGroupArn(String gameServerGroupArn)
The ARN identifier for the game server group where the game server is located.
gameServerGroupArn
- The ARN identifier for the game server group where the game server is located.public String getGameServerGroupArn()
The ARN identifier for the game server group where the game server is located.
public GameServer withGameServerGroupArn(String gameServerGroupArn)
The ARN identifier for the game server group where the game server is located.
gameServerGroupArn
- The ARN identifier for the game server group where the game server is located.public void setGameServerId(String gameServerId)
A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.
gameServerId
- A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are
unique across all game server groups in an Amazon Web Services account.public String getGameServerId()
A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.
public GameServer withGameServerId(String gameServerId)
A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are unique across all game server groups in an Amazon Web Services account.
gameServerId
- A custom string that uniquely identifies the game server. Game server IDs are developer-defined and are
unique across all game server groups in an Amazon Web Services account.public void setInstanceId(String instanceId)
The unique identifier for the instance where the game server is running. This ID is available in the instance
metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
instanceId
- The unique identifier for the instance where the game server is running. This ID is available in the
instance metadata. EC2 instance IDs use a 17-character format, for example:
i-1234567890abcdef0
.public String getInstanceId()
The unique identifier for the instance where the game server is running. This ID is available in the instance
metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
i-1234567890abcdef0
.public GameServer withInstanceId(String instanceId)
The unique identifier for the instance where the game server is running. This ID is available in the instance
metadata. EC2 instance IDs use a 17-character format, for example: i-1234567890abcdef0
.
instanceId
- The unique identifier for the instance where the game server is running. This ID is available in the
instance metadata. EC2 instance IDs use a 17-character format, for example:
i-1234567890abcdef0
.public void setConnectionInfo(String connectionInfo)
The port and IP address that must be used to establish a client connection to the game server.
connectionInfo
- The port and IP address that must be used to establish a client connection to the game server.public String getConnectionInfo()
The port and IP address that must be used to establish a client connection to the game server.
public GameServer withConnectionInfo(String connectionInfo)
The port and IP address that must be used to establish a client connection to the game server.
connectionInfo
- The port and IP address that must be used to establish a client connection to the game server.public void setGameServerData(String gameServerData)
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
gameServerData
- A set of custom game server properties, formatted as a single string value. This data is passed to a game
client or service when it requests information on game servers.public String getGameServerData()
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
public GameServer withGameServerData(String gameServerData)
A set of custom game server properties, formatted as a single string value. This data is passed to a game client or service when it requests information on game servers.
gameServerData
- A set of custom game server properties, formatted as a single string value. This data is passed to a game
client or service when it requests information on game servers.public void setClaimStatus(String claimStatus)
Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game.
Once it is claimed, the game server remains in CLAIMED
status for a maximum of one minute. During
this time, game clients connect to the game server to start the game and trigger the game server to update its
utilization status. After one minute, the game server claim status reverts to null.
claimStatus
- Indicates when an available game server has been reserved for gameplay but has not yet started hosting a
game. Once it is claimed, the game server remains in CLAIMED
status for a maximum of one
minute. During this time, game clients connect to the game server to start the game and trigger the game
server to update its utilization status. After one minute, the game server claim status reverts to null.GameServerClaimStatus
public String getClaimStatus()
Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game.
Once it is claimed, the game server remains in CLAIMED
status for a maximum of one minute. During
this time, game clients connect to the game server to start the game and trigger the game server to update its
utilization status. After one minute, the game server claim status reverts to null.
CLAIMED
status for a maximum of one
minute. During this time, game clients connect to the game server to start the game and trigger the game
server to update its utilization status. After one minute, the game server claim status reverts to null.GameServerClaimStatus
public GameServer withClaimStatus(String claimStatus)
Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game.
Once it is claimed, the game server remains in CLAIMED
status for a maximum of one minute. During
this time, game clients connect to the game server to start the game and trigger the game server to update its
utilization status. After one minute, the game server claim status reverts to null.
claimStatus
- Indicates when an available game server has been reserved for gameplay but has not yet started hosting a
game. Once it is claimed, the game server remains in CLAIMED
status for a maximum of one
minute. During this time, game clients connect to the game server to start the game and trigger the game
server to update its utilization status. After one minute, the game server claim status reverts to null.GameServerClaimStatus
public GameServer withClaimStatus(GameServerClaimStatus claimStatus)
Indicates when an available game server has been reserved for gameplay but has not yet started hosting a game.
Once it is claimed, the game server remains in CLAIMED
status for a maximum of one minute. During
this time, game clients connect to the game server to start the game and trigger the game server to update its
utilization status. After one minute, the game server claim status reverts to null.
claimStatus
- Indicates when an available game server has been reserved for gameplay but has not yet started hosting a
game. Once it is claimed, the game server remains in CLAIMED
status for a maximum of one
minute. During this time, game clients connect to the game server to start the game and trigger the game
server to update its utilization status. After one minute, the game server claim status reverts to null.GameServerClaimStatus
public void setUtilizationStatus(String utilizationStatus)
Indicates whether the game server is currently available for new games or is busy. Possible statuses include:
AVAILABLE
- The game server is available to be claimed. A game server that has been claimed remains
in this status until it reports game hosting activity.
UTILIZED
- The game server is currently hosting a game session with players.
utilizationStatus
- Indicates whether the game server is currently available for new games or is busy. Possible statuses
include:
AVAILABLE
- The game server is available to be claimed. A game server that has been claimed
remains in this status until it reports game hosting activity.
UTILIZED
- The game server is currently hosting a game session with players.
GameServerUtilizationStatus
public String getUtilizationStatus()
Indicates whether the game server is currently available for new games or is busy. Possible statuses include:
AVAILABLE
- The game server is available to be claimed. A game server that has been claimed remains
in this status until it reports game hosting activity.
UTILIZED
- The game server is currently hosting a game session with players.
AVAILABLE
- The game server is available to be claimed. A game server that has been claimed
remains in this status until it reports game hosting activity.
UTILIZED
- The game server is currently hosting a game session with players.
GameServerUtilizationStatus
public GameServer withUtilizationStatus(String utilizationStatus)
Indicates whether the game server is currently available for new games or is busy. Possible statuses include:
AVAILABLE
- The game server is available to be claimed. A game server that has been claimed remains
in this status until it reports game hosting activity.
UTILIZED
- The game server is currently hosting a game session with players.
utilizationStatus
- Indicates whether the game server is currently available for new games or is busy. Possible statuses
include:
AVAILABLE
- The game server is available to be claimed. A game server that has been claimed
remains in this status until it reports game hosting activity.
UTILIZED
- The game server is currently hosting a game session with players.
GameServerUtilizationStatus
public GameServer withUtilizationStatus(GameServerUtilizationStatus utilizationStatus)
Indicates whether the game server is currently available for new games or is busy. Possible statuses include:
AVAILABLE
- The game server is available to be claimed. A game server that has been claimed remains
in this status until it reports game hosting activity.
UTILIZED
- The game server is currently hosting a game session with players.
utilizationStatus
- Indicates whether the game server is currently available for new games or is busy. Possible statuses
include:
AVAILABLE
- The game server is available to be claimed. A game server that has been claimed
remains in this status until it reports game hosting activity.
UTILIZED
- The game server is currently hosting a game session with players.
GameServerUtilizationStatus
public void setRegistrationTime(Date registrationTime)
Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as
milliseconds (for example "1469498468.057"
).
registrationTime
- Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as
milliseconds (for example "1469498468.057"
).public Date getRegistrationTime()
Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as
milliseconds (for example "1469498468.057"
).
"1469498468.057"
).public GameServer withRegistrationTime(Date registrationTime)
Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as
milliseconds (for example "1469498468.057"
).
registrationTime
- Timestamp that indicates when the game server registered. The format is a number expressed in Unix time as
milliseconds (for example "1469498468.057"
).public void setLastClaimTime(Date lastClaimTime)
Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time
as milliseconds (for example "1469498468.057"
). This value is used to calculate when a claimed game
server's status should revert to null.
lastClaimTime
- Timestamp that indicates the last time the game server was claimed. The format is a number expressed in
Unix time as milliseconds (for example "1469498468.057"
). This value is used to calculate
when a claimed game server's status should revert to null.public Date getLastClaimTime()
Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time
as milliseconds (for example "1469498468.057"
). This value is used to calculate when a claimed game
server's status should revert to null.
"1469498468.057"
). This value is used to calculate
when a claimed game server's status should revert to null.public GameServer withLastClaimTime(Date lastClaimTime)
Timestamp that indicates the last time the game server was claimed. The format is a number expressed in Unix time
as milliseconds (for example "1469498468.057"
). This value is used to calculate when a claimed game
server's status should revert to null.
lastClaimTime
- Timestamp that indicates the last time the game server was claimed. The format is a number expressed in
Unix time as milliseconds (for example "1469498468.057"
). This value is used to calculate
when a claimed game server's status should revert to null.public void setLastHealthCheckTime(Date lastHealthCheckTime)
Timestamp that indicates the last time the game server was updated with health status. The format is a number
expressed in Unix time as milliseconds (for example "1469498468.057"
). After game server
registration, this property is only changed when a game server update specifies a health check value.
lastHealthCheckTime
- Timestamp that indicates the last time the game server was updated with health status. The format is a
number expressed in Unix time as milliseconds (for example "1469498468.057"
). After game
server registration, this property is only changed when a game server update specifies a health check
value.public Date getLastHealthCheckTime()
Timestamp that indicates the last time the game server was updated with health status. The format is a number
expressed in Unix time as milliseconds (for example "1469498468.057"
). After game server
registration, this property is only changed when a game server update specifies a health check value.
"1469498468.057"
). After game
server registration, this property is only changed when a game server update specifies a health check
value.public GameServer withLastHealthCheckTime(Date lastHealthCheckTime)
Timestamp that indicates the last time the game server was updated with health status. The format is a number
expressed in Unix time as milliseconds (for example "1469498468.057"
). After game server
registration, this property is only changed when a game server update specifies a health check value.
lastHealthCheckTime
- Timestamp that indicates the last time the game server was updated with health status. The format is a
number expressed in Unix time as milliseconds (for example "1469498468.057"
). After game
server registration, this property is only changed when a game server update specifies a health check
value.public String toString()
toString
in class Object
Object.toString()
public GameServer clone()
public void marshall(ProtocolMarshaller protocolMarshaller)
StructuredPojo
ProtocolMarshaller
.marshall
in interface StructuredPojo
protocolMarshaller
- Implementation of ProtocolMarshaller
used to marshall this object's data.