agones.dev/agones@v1.53.0/pkg/client/applyconfiguration/agones/v1/gameserverstatus.go (about)

     1  // Copyright 2024 Google LLC All Rights Reserved.
     2  //
     3  // Licensed under the Apache License, Version 2.0 (the "License");
     4  // you may not use this file except in compliance with the License.
     5  // You may obtain a copy of the License at
     6  //
     7  //     http://www.apache.org/licenses/LICENSE-2.0
     8  //
     9  // Unless required by applicable law or agreed to in writing, software
    10  // distributed under the License is distributed on an "AS IS" BASIS,
    11  // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
    12  // See the License for the specific language governing permissions and
    13  // limitations under the License.
    14  
    15  // This code was autogenerated. Do not edit directly.
    16  
    17  // Code generated by applyconfiguration-gen. DO NOT EDIT.
    18  
    19  package v1
    20  
    21  import (
    22  	agonesv1 "agones.dev/agones/pkg/apis/agones/v1"
    23  	corev1 "k8s.io/api/core/v1"
    24  	metav1 "k8s.io/apimachinery/pkg/apis/meta/v1"
    25  )
    26  
    27  // GameServerStatusApplyConfiguration represents a declarative configuration of the GameServerStatus type for use
    28  // with apply.
    29  type GameServerStatusApplyConfiguration struct {
    30  	State         *agonesv1.GameServerState                  `json:"state,omitempty"`
    31  	Ports         []GameServerStatusPortApplyConfiguration   `json:"ports,omitempty"`
    32  	Address       *string                                    `json:"address,omitempty"`
    33  	Addresses     []corev1.NodeAddress                       `json:"addresses,omitempty"`
    34  	NodeName      *string                                    `json:"nodeName,omitempty"`
    35  	ReservedUntil *metav1.Time                               `json:"reservedUntil,omitempty"`
    36  	Players       *PlayerStatusApplyConfiguration            `json:"players,omitempty"`
    37  	Counters      map[string]CounterStatusApplyConfiguration `json:"counters,omitempty"`
    38  	Lists         map[string]ListStatusApplyConfiguration    `json:"lists,omitempty"`
    39  	Eviction      *EvictionApplyConfiguration                `json:"eviction,omitempty"`
    40  }
    41  
    42  // GameServerStatusApplyConfiguration constructs a declarative configuration of the GameServerStatus type for use with
    43  // apply.
    44  func GameServerStatus() *GameServerStatusApplyConfiguration {
    45  	return &GameServerStatusApplyConfiguration{}
    46  }
    47  
    48  // WithState sets the State field in the declarative configuration to the given value
    49  // and returns the receiver, so that objects can be built by chaining "With" function invocations.
    50  // If called multiple times, the State field is set to the value of the last call.
    51  func (b *GameServerStatusApplyConfiguration) WithState(value agonesv1.GameServerState) *GameServerStatusApplyConfiguration {
    52  	b.State = &value
    53  	return b
    54  }
    55  
    56  // WithPorts adds the given value to the Ports field in the declarative configuration
    57  // and returns the receiver, so that objects can be build by chaining "With" function invocations.
    58  // If called multiple times, values provided by each call will be appended to the Ports field.
    59  func (b *GameServerStatusApplyConfiguration) WithPorts(values ...*GameServerStatusPortApplyConfiguration) *GameServerStatusApplyConfiguration {
    60  	for i := range values {
    61  		if values[i] == nil {
    62  			panic("nil value passed to WithPorts")
    63  		}
    64  		b.Ports = append(b.Ports, *values[i])
    65  	}
    66  	return b
    67  }
    68  
    69  // WithAddress sets the Address field in the declarative configuration to the given value
    70  // and returns the receiver, so that objects can be built by chaining "With" function invocations.
    71  // If called multiple times, the Address field is set to the value of the last call.
    72  func (b *GameServerStatusApplyConfiguration) WithAddress(value string) *GameServerStatusApplyConfiguration {
    73  	b.Address = &value
    74  	return b
    75  }
    76  
    77  // WithAddresses adds the given value to the Addresses field in the declarative configuration
    78  // and returns the receiver, so that objects can be build by chaining "With" function invocations.
    79  // If called multiple times, values provided by each call will be appended to the Addresses field.
    80  func (b *GameServerStatusApplyConfiguration) WithAddresses(values ...corev1.NodeAddress) *GameServerStatusApplyConfiguration {
    81  	for i := range values {
    82  		b.Addresses = append(b.Addresses, values[i])
    83  	}
    84  	return b
    85  }
    86  
    87  // WithNodeName sets the NodeName field in the declarative configuration to the given value
    88  // and returns the receiver, so that objects can be built by chaining "With" function invocations.
    89  // If called multiple times, the NodeName field is set to the value of the last call.
    90  func (b *GameServerStatusApplyConfiguration) WithNodeName(value string) *GameServerStatusApplyConfiguration {
    91  	b.NodeName = &value
    92  	return b
    93  }
    94  
    95  // WithReservedUntil sets the ReservedUntil field in the declarative configuration to the given value
    96  // and returns the receiver, so that objects can be built by chaining "With" function invocations.
    97  // If called multiple times, the ReservedUntil field is set to the value of the last call.
    98  func (b *GameServerStatusApplyConfiguration) WithReservedUntil(value metav1.Time) *GameServerStatusApplyConfiguration {
    99  	b.ReservedUntil = &value
   100  	return b
   101  }
   102  
   103  // WithPlayers sets the Players field in the declarative configuration to the given value
   104  // and returns the receiver, so that objects can be built by chaining "With" function invocations.
   105  // If called multiple times, the Players field is set to the value of the last call.
   106  func (b *GameServerStatusApplyConfiguration) WithPlayers(value *PlayerStatusApplyConfiguration) *GameServerStatusApplyConfiguration {
   107  	b.Players = value
   108  	return b
   109  }
   110  
   111  // WithCounters puts the entries into the Counters field in the declarative configuration
   112  // and returns the receiver, so that objects can be build by chaining "With" function invocations.
   113  // If called multiple times, the entries provided by each call will be put on the Counters field,
   114  // overwriting an existing map entries in Counters field with the same key.
   115  func (b *GameServerStatusApplyConfiguration) WithCounters(entries map[string]CounterStatusApplyConfiguration) *GameServerStatusApplyConfiguration {
   116  	if b.Counters == nil && len(entries) > 0 {
   117  		b.Counters = make(map[string]CounterStatusApplyConfiguration, len(entries))
   118  	}
   119  	for k, v := range entries {
   120  		b.Counters[k] = v
   121  	}
   122  	return b
   123  }
   124  
   125  // WithLists puts the entries into the Lists field in the declarative configuration
   126  // and returns the receiver, so that objects can be build by chaining "With" function invocations.
   127  // If called multiple times, the entries provided by each call will be put on the Lists field,
   128  // overwriting an existing map entries in Lists field with the same key.
   129  func (b *GameServerStatusApplyConfiguration) WithLists(entries map[string]ListStatusApplyConfiguration) *GameServerStatusApplyConfiguration {
   130  	if b.Lists == nil && len(entries) > 0 {
   131  		b.Lists = make(map[string]ListStatusApplyConfiguration, len(entries))
   132  	}
   133  	for k, v := range entries {
   134  		b.Lists[k] = v
   135  	}
   136  	return b
   137  }
   138  
   139  // WithEviction sets the Eviction field in the declarative configuration to the given value
   140  // and returns the receiver, so that objects can be built by chaining "With" function invocations.
   141  // If called multiple times, the Eviction field is set to the value of the last call.
   142  func (b *GameServerStatusApplyConfiguration) WithEviction(value *EvictionApplyConfiguration) *GameServerStatusApplyConfiguration {
   143  	b.Eviction = value
   144  	return b
   145  }