@Generated(value="com.amazonaws:aws-java-sdk-code-generator") public class MatchmakingConfiguration extends Object implements Serializable, Cloneable, StructuredPojo
Guidelines for use with FlexMatch to match players into games. All matchmaking requests must specify a matchmaking configuration.
Constructor and Description |
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MatchmakingConfiguration() |
Modifier and Type | Method and Description |
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MatchmakingConfiguration |
clone() |
boolean |
equals(Object obj) |
Boolean |
getAcceptanceRequired()
A flag that indicates whether a match that was created with this configuration must be accepted by the matched
players.
|
Integer |
getAcceptanceTimeoutSeconds()
The length of time (in seconds) to wait for players to accept a proposed match.
|
Integer |
getAdditionalPlayerCount()
The number of player slots in a match to keep open for future players.
|
String |
getBackfillMode()
The method used to backfill game sessions created with this matchmaking configuration.
|
String |
getConfigurationArn()
Amazon Resource Name (ARN) that is assigned to a
GameLift matchmaking configuration resource and uniquely identifies it.
|
Date |
getCreationTime()
The time stamp indicating when this data object was created.
|
String |
getCustomEventData()
Information to attach to all events related to the matchmaking configuration.
|
String |
getDescription()
A descriptive label that is associated with matchmaking configuration.
|
List<GameProperty> |
getGameProperties()
A set of custom properties for a game session, formatted as key-value pairs.
|
String |
getGameSessionData()
A set of custom game session properties, formatted as a single string value.
|
List<String> |
getGameSessionQueueArns()
Amazon Resource Name (ARN) that is assigned to a
GameLift game session queue resource and uniquely identifies it.
|
String |
getName()
A unique identifier for a matchmaking configuration.
|
String |
getNotificationTarget()
An SNS topic ARN that is set up to receive matchmaking notifications.
|
Integer |
getRequestTimeoutSeconds()
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
|
String |
getRuleSetArn()
The Amazon Resource Name (ARN) associated with the
GameLift matchmaking rule set resource that this configuration uses.
|
String |
getRuleSetName()
A unique identifier for a matchmaking rule set to use with this configuration.
|
int |
hashCode() |
Boolean |
isAcceptanceRequired()
A flag that indicates whether a match that was created with this configuration must be accepted by the matched
players.
|
void |
marshall(ProtocolMarshaller protocolMarshaller)
Marshalls this structured data using the given
ProtocolMarshaller . |
void |
setAcceptanceRequired(Boolean acceptanceRequired)
A flag that indicates whether a match that was created with this configuration must be accepted by the matched
players.
|
void |
setAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match.
|
void |
setAdditionalPlayerCount(Integer additionalPlayerCount)
The number of player slots in a match to keep open for future players.
|
void |
setBackfillMode(String backfillMode)
The method used to backfill game sessions created with this matchmaking configuration.
|
void |
setConfigurationArn(String configurationArn)
Amazon Resource Name (ARN) that is assigned to a
GameLift matchmaking configuration resource and uniquely identifies it.
|
void |
setCreationTime(Date creationTime)
The time stamp indicating when this data object was created.
|
void |
setCustomEventData(String customEventData)
Information to attach to all events related to the matchmaking configuration.
|
void |
setDescription(String description)
A descriptive label that is associated with matchmaking configuration.
|
void |
setGameProperties(Collection<GameProperty> gameProperties)
A set of custom properties for a game session, formatted as key-value pairs.
|
void |
setGameSessionData(String gameSessionData)
A set of custom game session properties, formatted as a single string value.
|
void |
setGameSessionQueueArns(Collection<String> gameSessionQueueArns)
Amazon Resource Name (ARN) that is assigned to a
GameLift game session queue resource and uniquely identifies it.
|
void |
setName(String name)
A unique identifier for a matchmaking configuration.
|
void |
setNotificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications.
|
void |
setRequestTimeoutSeconds(Integer requestTimeoutSeconds)
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
|
void |
setRuleSetArn(String ruleSetArn)
The Amazon Resource Name (ARN) associated with the
GameLift matchmaking rule set resource that this configuration uses.
|
void |
setRuleSetName(String ruleSetName)
A unique identifier for a matchmaking rule set to use with this configuration.
|
String |
toString()
Returns a string representation of this object.
|
MatchmakingConfiguration |
withAcceptanceRequired(Boolean acceptanceRequired)
A flag that indicates whether a match that was created with this configuration must be accepted by the matched
players.
|
MatchmakingConfiguration |
withAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match.
|
MatchmakingConfiguration |
withAdditionalPlayerCount(Integer additionalPlayerCount)
The number of player slots in a match to keep open for future players.
|
MatchmakingConfiguration |
withBackfillMode(BackfillMode backfillMode)
The method used to backfill game sessions created with this matchmaking configuration.
|
MatchmakingConfiguration |
withBackfillMode(String backfillMode)
The method used to backfill game sessions created with this matchmaking configuration.
|
MatchmakingConfiguration |
withConfigurationArn(String configurationArn)
Amazon Resource Name (ARN) that is assigned to a
GameLift matchmaking configuration resource and uniquely identifies it.
|
MatchmakingConfiguration |
withCreationTime(Date creationTime)
The time stamp indicating when this data object was created.
|
MatchmakingConfiguration |
withCustomEventData(String customEventData)
Information to attach to all events related to the matchmaking configuration.
|
MatchmakingConfiguration |
withDescription(String description)
A descriptive label that is associated with matchmaking configuration.
|
MatchmakingConfiguration |
withGameProperties(Collection<GameProperty> gameProperties)
A set of custom properties for a game session, formatted as key-value pairs.
|
MatchmakingConfiguration |
withGameProperties(GameProperty... gameProperties)
A set of custom properties for a game session, formatted as key-value pairs.
|
MatchmakingConfiguration |
withGameSessionData(String gameSessionData)
A set of custom game session properties, formatted as a single string value.
|
MatchmakingConfiguration |
withGameSessionQueueArns(Collection<String> gameSessionQueueArns)
Amazon Resource Name (ARN) that is assigned to a
GameLift game session queue resource and uniquely identifies it.
|
MatchmakingConfiguration |
withGameSessionQueueArns(String... gameSessionQueueArns)
Amazon Resource Name (ARN) that is assigned to a
GameLift game session queue resource and uniquely identifies it.
|
MatchmakingConfiguration |
withName(String name)
A unique identifier for a matchmaking configuration.
|
MatchmakingConfiguration |
withNotificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications.
|
MatchmakingConfiguration |
withRequestTimeoutSeconds(Integer requestTimeoutSeconds)
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
|
MatchmakingConfiguration |
withRuleSetArn(String ruleSetArn)
The Amazon Resource Name (ARN) associated with the
GameLift matchmaking rule set resource that this configuration uses.
|
MatchmakingConfiguration |
withRuleSetName(String ruleSetName)
A unique identifier for a matchmaking rule set to use with this configuration.
|
public void setName(String name)
A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
name
- A unique identifier for a matchmaking configuration. This name is used to identify the configuration
associated with a matchmaking request or ticket.public String getName()
A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
public MatchmakingConfiguration withName(String name)
A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.
name
- A unique identifier for a matchmaking configuration. This name is used to identify the configuration
associated with a matchmaking request or ticket.public void setConfigurationArn(String configurationArn)
Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift configuration ARN, the resource ID matches the Name value.
configurationArn
- Amazon Resource Name (ARN) that is
assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique
across all Regions. In a GameLift configuration ARN, the resource ID matches the Name value.public String getConfigurationArn()
Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift configuration ARN, the resource ID matches the Name value.
public MatchmakingConfiguration withConfigurationArn(String configurationArn)
Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift configuration ARN, the resource ID matches the Name value.
configurationArn
- Amazon Resource Name (ARN) that is
assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique
across all Regions. In a GameLift configuration ARN, the resource ID matches the Name value.public void setDescription(String description)
A descriptive label that is associated with matchmaking configuration.
description
- A descriptive label that is associated with matchmaking configuration.public String getDescription()
A descriptive label that is associated with matchmaking configuration.
public MatchmakingConfiguration withDescription(String description)
A descriptive label that is associated with matchmaking configuration.
description
- A descriptive label that is associated with matchmaking configuration.public List<String> getGameSessionQueueArns()
Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. GameLift uses the listed queues when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.
public void setGameSessionQueueArns(Collection<String> gameSessionQueueArns)
Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. GameLift uses the listed queues when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.
gameSessionQueueArns
- Amazon Resource Name (ARN) that is
assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all
Regions. GameLift uses the listed queues when placing game sessions for matches that are created with this
matchmaking configuration. Queues can be located in any Region.public MatchmakingConfiguration withGameSessionQueueArns(String... gameSessionQueueArns)
Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. GameLift uses the listed queues when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.
NOTE: This method appends the values to the existing list (if any). Use
setGameSessionQueueArns(java.util.Collection)
or withGameSessionQueueArns(java.util.Collection)
if you want to override the existing values.
gameSessionQueueArns
- Amazon Resource Name (ARN) that is
assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all
Regions. GameLift uses the listed queues when placing game sessions for matches that are created with this
matchmaking configuration. Queues can be located in any Region.public MatchmakingConfiguration withGameSessionQueueArns(Collection<String> gameSessionQueueArns)
Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. GameLift uses the listed queues when placing game sessions for matches that are created with this matchmaking configuration. Queues can be located in any Region.
gameSessionQueueArns
- Amazon Resource Name (ARN) that is
assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all
Regions. GameLift uses the listed queues when placing game sessions for matches that are created with this
matchmaking configuration. Queues can be located in any Region.public void setRequestTimeoutSeconds(Integer requestTimeoutSeconds)
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
requestTimeoutSeconds
- The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
Requests that fail due to timing out can be resubmitted as needed.public Integer getRequestTimeoutSeconds()
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
public MatchmakingConfiguration withRequestTimeoutSeconds(Integer requestTimeoutSeconds)
The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out. Requests that fail due to timing out can be resubmitted as needed.
requestTimeoutSeconds
- The maximum duration, in seconds, that a matchmaking ticket can remain in process before timing out.
Requests that fail due to timing out can be resubmitted as needed.public void setAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
acceptanceTimeoutSeconds
- The length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the
match or fails to accept before the timeout, the ticket continues to look for an acceptable match.public Integer getAcceptanceTimeoutSeconds()
The length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
public MatchmakingConfiguration withAcceptanceTimeoutSeconds(Integer acceptanceTimeoutSeconds)
The length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.
acceptanceTimeoutSeconds
- The length of time (in seconds) to wait for players to accept a proposed match. If any player rejects the
match or fails to accept before the timeout, the ticket continues to look for an acceptable match.public void setAcceptanceRequired(Boolean acceptanceRequired)
A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
acceptanceRequired
- A flag that indicates whether a match that was created with this configuration must be accepted by the
matched players. To require acceptance, set to TRUE.public Boolean getAcceptanceRequired()
A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
public MatchmakingConfiguration withAcceptanceRequired(Boolean acceptanceRequired)
A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
acceptanceRequired
- A flag that indicates whether a match that was created with this configuration must be accepted by the
matched players. To require acceptance, set to TRUE.public Boolean isAcceptanceRequired()
A flag that indicates whether a match that was created with this configuration must be accepted by the matched players. To require acceptance, set to TRUE.
public void setRuleSetName(String ruleSetName)
A unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.
ruleSetName
- A unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration
can only use rule sets that are defined in the same Region.public String getRuleSetName()
A unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.
public MatchmakingConfiguration withRuleSetName(String ruleSetName)
A unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.
ruleSetName
- A unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration
can only use rule sets that are defined in the same Region.public void setRuleSetArn(String ruleSetArn)
The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.
ruleSetArn
- The Amazon Resource Name (ARN) associated with
the GameLift matchmaking rule set resource that this configuration uses.public String getRuleSetArn()
The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.
public MatchmakingConfiguration withRuleSetArn(String ruleSetArn)
The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.
ruleSetArn
- The Amazon Resource Name (ARN) associated with
the GameLift matchmaking rule set resource that this configuration uses.public void setNotificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications.
notificationTarget
- An SNS topic ARN that is set up to receive matchmaking notifications.public String getNotificationTarget()
An SNS topic ARN that is set up to receive matchmaking notifications.
public MatchmakingConfiguration withNotificationTarget(String notificationTarget)
An SNS topic ARN that is set up to receive matchmaking notifications.
notificationTarget
- An SNS topic ARN that is set up to receive matchmaking notifications.public void setAdditionalPlayerCount(Integer additionalPlayerCount)
The number of player slots in a match to keep open for future players. For example, assume that the configuration's rule set specifies a match for a single 12-person team. If the additional player count is set to 2, only 10 players are initially selected for the match.
additionalPlayerCount
- The number of player slots in a match to keep open for future players. For example, assume that the
configuration's rule set specifies a match for a single 12-person team. If the additional player count is
set to 2, only 10 players are initially selected for the match.public Integer getAdditionalPlayerCount()
The number of player slots in a match to keep open for future players. For example, assume that the configuration's rule set specifies a match for a single 12-person team. If the additional player count is set to 2, only 10 players are initially selected for the match.
public MatchmakingConfiguration withAdditionalPlayerCount(Integer additionalPlayerCount)
The number of player slots in a match to keep open for future players. For example, assume that the configuration's rule set specifies a match for a single 12-person team. If the additional player count is set to 2, only 10 players are initially selected for the match.
additionalPlayerCount
- The number of player slots in a match to keep open for future players. For example, assume that the
configuration's rule set specifies a match for a single 12-person team. If the additional player count is
set to 2, only 10 players are initially selected for the match.public void setCustomEventData(String customEventData)
Information to attach to all events related to the matchmaking configuration.
customEventData
- Information to attach to all events related to the matchmaking configuration.public String getCustomEventData()
Information to attach to all events related to the matchmaking configuration.
public MatchmakingConfiguration withCustomEventData(String customEventData)
Information to attach to all events related to the matchmaking configuration.
customEventData
- Information to attach to all events related to the matchmaking configuration.public void setCreationTime(Date creationTime)
The time stamp indicating when this data object was created. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
creationTime
- The time stamp indicating when this data object was created. The format is a number expressed in Unix time
as milliseconds (for example "1469498468.057").public Date getCreationTime()
The time stamp indicating when this data object was created. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
public MatchmakingConfiguration withCreationTime(Date creationTime)
The time stamp indicating when this data object was created. The format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
creationTime
- The time stamp indicating when this data object was created. The format is a number expressed in Unix time
as milliseconds (for example "1469498468.057").public List<GameProperty> getGameProperties()
A set of custom properties for a game session, formatted as key-value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.
public void setGameProperties(Collection<GameProperty> gameProperties)
A set of custom properties for a game session, formatted as key-value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.
gameProperties
- A set of custom properties for a game session, formatted as key-value pairs. These properties are passed
to a game server process in the GameSession object with a request to start a new game session (see
Start a Game Session). This information is added to the new GameSession object that is created
for a successful match.public MatchmakingConfiguration withGameProperties(GameProperty... gameProperties)
A set of custom properties for a game session, formatted as key-value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.
NOTE: This method appends the values to the existing list (if any). Use
setGameProperties(java.util.Collection)
or withGameProperties(java.util.Collection)
if you want
to override the existing values.
gameProperties
- A set of custom properties for a game session, formatted as key-value pairs. These properties are passed
to a game server process in the GameSession object with a request to start a new game session (see
Start a Game Session). This information is added to the new GameSession object that is created
for a successful match.public MatchmakingConfiguration withGameProperties(Collection<GameProperty> gameProperties)
A set of custom properties for a game session, formatted as key-value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.
gameProperties
- A set of custom properties for a game session, formatted as key-value pairs. These properties are passed
to a game server process in the GameSession object with a request to start a new game session (see
Start a Game Session). This information is added to the new GameSession object that is created
for a successful match.public void setGameSessionData(String gameSessionData)
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.
gameSessionData
- A set of custom game session properties, formatted as a single string value. This data is passed to a game
server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created
for a successful match.public String getGameSessionData()
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.
public MatchmakingConfiguration withGameSessionData(String gameSessionData)
A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match.
gameSessionData
- A set of custom game session properties, formatted as a single string value. This data is passed to a game
server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created
for a successful match.public void setBackfillMode(String backfillMode)
The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch.
backfillMode
- The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates
that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that
GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots.
Learn more about manual and automatic backfill in Backfill Existing
Games with FlexMatch.BackfillMode
public String getBackfillMode()
The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch.
BackfillMode
public MatchmakingConfiguration withBackfillMode(String backfillMode)
The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch.
backfillMode
- The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates
that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that
GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots.
Learn more about manual and automatic backfill in Backfill Existing
Games with FlexMatch.BackfillMode
public MatchmakingConfiguration withBackfillMode(BackfillMode backfillMode)
The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch.
backfillMode
- The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates
that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that
GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots.
Learn more about manual and automatic backfill in Backfill Existing
Games with FlexMatch.BackfillMode
public String toString()
toString
in class Object
Object.toString()
public MatchmakingConfiguration clone()
public void marshall(ProtocolMarshaller protocolMarshaller)
StructuredPojo
ProtocolMarshaller
.marshall
in interface StructuredPojo
protocolMarshaller
- Implementation of ProtocolMarshaller
used to marshall this object's data.