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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/PlayerLatency.h

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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Regional latency information for a player, used when requesting a new game
* session with <a>StartGameSessionPlacement</a>. This value indicates the amount
* of time lag that exists when the player is connected to a fleet in the specified
* Region. The relative difference between a player's latency values for multiple
* Regions are used to determine which fleets are best suited to place a new game
* session for the player. </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerLatency">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API PlayerLatency
{
public:
PlayerLatency();
PlayerLatency(Aws::Utils::Json::JsonView jsonValue);
PlayerLatency& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>A unique identifier for a player associated with the latency data.</p>
*/
inline const Aws::String& GetPlayerId() const{ return m_playerId; }
/**
* <p>A unique identifier for a player associated with the latency data.</p>
*/
inline bool PlayerIdHasBeenSet() const { return m_playerIdHasBeenSet; }
/**
* <p>A unique identifier for a player associated with the latency data.</p>
*/
inline void SetPlayerId(const Aws::String& value) { m_playerIdHasBeenSet = true; m_playerId = value; }
/**
* <p>A unique identifier for a player associated with the latency data.</p>
*/
inline void SetPlayerId(Aws::String&& value) { m_playerIdHasBeenSet = true; m_playerId = std::move(value); }
/**
* <p>A unique identifier for a player associated with the latency data.</p>
*/
inline void SetPlayerId(const char* value) { m_playerIdHasBeenSet = true; m_playerId.assign(value); }
/**
* <p>A unique identifier for a player associated with the latency data.</p>
*/
inline PlayerLatency& WithPlayerId(const Aws::String& value) { SetPlayerId(value); return *this;}
/**
* <p>A unique identifier for a player associated with the latency data.</p>
*/
inline PlayerLatency& WithPlayerId(Aws::String&& value) { SetPlayerId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a player associated with the latency data.</p>
*/
inline PlayerLatency& WithPlayerId(const char* value) { SetPlayerId(value); return *this;}
/**
* <p>Name of the Region that is associated with the latency value.</p>
*/
inline const Aws::String& GetRegionIdentifier() const{ return m_regionIdentifier; }
/**
* <p>Name of the Region that is associated with the latency value.</p>
*/
inline bool RegionIdentifierHasBeenSet() const { return m_regionIdentifierHasBeenSet; }
/**
* <p>Name of the Region that is associated with the latency value.</p>
*/
inline void SetRegionIdentifier(const Aws::String& value) { m_regionIdentifierHasBeenSet = true; m_regionIdentifier = value; }
/**
* <p>Name of the Region that is associated with the latency value.</p>
*/
inline void SetRegionIdentifier(Aws::String&& value) { m_regionIdentifierHasBeenSet = true; m_regionIdentifier = std::move(value); }
/**
* <p>Name of the Region that is associated with the latency value.</p>
*/
inline void SetRegionIdentifier(const char* value) { m_regionIdentifierHasBeenSet = true; m_regionIdentifier.assign(value); }
/**
* <p>Name of the Region that is associated with the latency value.</p>
*/
inline PlayerLatency& WithRegionIdentifier(const Aws::String& value) { SetRegionIdentifier(value); return *this;}
/**
* <p>Name of the Region that is associated with the latency value.</p>
*/
inline PlayerLatency& WithRegionIdentifier(Aws::String&& value) { SetRegionIdentifier(std::move(value)); return *this;}
/**
* <p>Name of the Region that is associated with the latency value.</p>
*/
inline PlayerLatency& WithRegionIdentifier(const char* value) { SetRegionIdentifier(value); return *this;}
/**
* <p>Amount of time that represents the time lag experienced by the player when
* connected to the specified Region.</p>
*/
inline double GetLatencyInMilliseconds() const{ return m_latencyInMilliseconds; }
/**
* <p>Amount of time that represents the time lag experienced by the player when
* connected to the specified Region.</p>
*/
inline bool LatencyInMillisecondsHasBeenSet() const { return m_latencyInMillisecondsHasBeenSet; }
/**
* <p>Amount of time that represents the time lag experienced by the player when
* connected to the specified Region.</p>
*/
inline void SetLatencyInMilliseconds(double value) { m_latencyInMillisecondsHasBeenSet = true; m_latencyInMilliseconds = value; }
/**
* <p>Amount of time that represents the time lag experienced by the player when
* connected to the specified Region.</p>
*/
inline PlayerLatency& WithLatencyInMilliseconds(double value) { SetLatencyInMilliseconds(value); return *this;}
private:
Aws::String m_playerId;
bool m_playerIdHasBeenSet;
Aws::String m_regionIdentifier;
bool m_regionIdentifierHasBeenSet;
double m_latencyInMilliseconds;
bool m_latencyInMillisecondsHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws