func (in *GameServerList) DeepCopyInto(out *GameServerList) {
	*out = *in
	out.TypeMeta = in.TypeMeta
	in.ListMeta.DeepCopyInto(&out.ListMeta)
	if in.Items != nil {
		in, out := &in.Items, &out.Items
		*out = make([]GameServer, len(*in))
		for i := range *in {
			(*in)[i].DeepCopyInto(&(*out)[i])
		}
	}
}
DeepCopyInto is an autogenerated deepcopy function, copying the receiver, writing into out. in must be non-nil.
package v1alpha1
import (
	runtime "k8s.io/apimachinery/pkg/runtime"
)
func (in *BuildMetadataItem) DeepCopyInto(out *BuildMetadataItem) {
	*out = *in
}
func (in *BuildMetadataItem) DeepCopy() *BuildMetadataItem {
	if in == nil {
		return nil
	}
	out := new(BuildMetadataItem)
	in.DeepCopyInto(out)
	return out
}
func (in *GameServer) DeepCopyInto(out *GameServer) {
	*out = *in
	out.TypeMeta = in.TypeMeta
	in.ObjectMeta.DeepCopyInto(&out.ObjectMeta)
	in.Spec.DeepCopyInto(&out.Spec)
	in.Status.DeepCopyInto(&out.Status)
}
func (in *GameServer) DeepCopy() *GameServer {
	if in == nil {
		return nil
	}
	out := new(GameServer)
	in.DeepCopyInto(out)
	return out
}
func (in *GameServer) DeepCopyObject() runtime.Object {
	if c := in.DeepCopy(); c != nil {
		return c
	}
	return nil
}
func (in *GameServerBuild) DeepCopyInto(out *GameServerBuild) {
	*out = *in
	out.TypeMeta = in.TypeMeta
	in.ObjectMeta.DeepCopyInto(&out.ObjectMeta)
	in.Spec.DeepCopyInto(&out.Spec)
	out.Status = in.Status
}
func (in *GameServerBuild) DeepCopy() *GameServerBuild {
	if in == nil {
		return nil
	}
	out := new(GameServerBuild)
	in.DeepCopyInto(out)
	return out
}
func (in *GameServerBuild) DeepCopyObject() runtime.Object {
	if c := in.DeepCopy(); c != nil {
		return c
	}
	return nil
}
func (in *GameServerBuildList) DeepCopyInto(out *GameServerBuildList) {
	*out = *in
	out.TypeMeta = in.TypeMeta
	in.ListMeta.DeepCopyInto(&out.ListMeta)
	if in.Items != nil {
		in, out := &in.Items, &out.Items
		*out = make([]GameServerBuild, len(*in))
		for i := range *in {
			(*in)[i].DeepCopyInto(&(*out)[i])
		}
	}
}
func (in *GameServerBuildList) DeepCopy() *GameServerBuildList {
	if in == nil {
		return nil
	}
	out := new(GameServerBuildList)
	in.DeepCopyInto(out)
	return out
}
func (in *GameServerBuildList) DeepCopyObject() runtime.Object {
	if c := in.DeepCopy(); c != nil {
		return c
	}
	return nil
}
func (in *GameServerBuildSpec) DeepCopyInto(out *GameServerBuildSpec) {
	*out = *in
	in.PodSpec.DeepCopyInto(&out.PodSpec)
	if in.PortsToExpose != nil {
		in, out := &in.PortsToExpose, &out.PortsToExpose
		*out = make([]PortToExpose, len(*in))
		copy(*out, *in)
	}
	if in.BuildMetadata != nil {
		in, out := &in.BuildMetadata, &out.BuildMetadata
		*out = make([]BuildMetadataItem, len(*in))
		copy(*out, *in)
	}
}
func (in *GameServerBuildSpec) DeepCopy() *GameServerBuildSpec {
	if in == nil {
		return nil
	}
	out := new(GameServerBuildSpec)
	in.DeepCopyInto(out)
	return out
}
func (in *GameServerBuildStatus) DeepCopyInto(out *GameServerBuildStatus) {
	*out = *in
}
func (in *GameServerBuildStatus) DeepCopy() *GameServerBuildStatus {
	if in == nil {
		return nil
	}
	out := new(GameServerBuildStatus)
	in.DeepCopyInto(out)
	return out
}