111 lines
4.2 KiB
C
111 lines
4.2 KiB
C
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/**
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* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
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* SPDX-License-Identifier: Apache-2.0.
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*/
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#pragma once
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#include <aws/gamelift/GameLift_EXPORTS.h>
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namespace Aws
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{
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namespace Utils
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{
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namespace Json
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{
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class JsonValue;
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class JsonView;
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} // namespace Json
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} // namespace Utils
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namespace GameLift
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{
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namespace Model
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{
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/**
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* <p>Queue setting that determines the highest latency allowed for individual
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* players when placing a game session. When a latency policy is in force, a game
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* session cannot be placed with any fleet in a Region where a player reports
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* latency higher than the cap. Latency policies are only enforced when the
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* placement request contains player latency information.</p> <ul> <li> <p>
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* <a>CreateGameSessionQueue</a> </p> </li> <li> <p>
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* <a>DescribeGameSessionQueues</a> </p> </li> <li> <p>
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* <a>UpdateGameSessionQueue</a> </p> </li> <li> <p> <a>DeleteGameSessionQueue</a>
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* </p> </li> </ul><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerLatencyPolicy">AWS
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* API Reference</a></p>
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*/
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class AWS_GAMELIFT_API PlayerLatencyPolicy
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{
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public:
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PlayerLatencyPolicy();
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PlayerLatencyPolicy(Aws::Utils::Json::JsonView jsonValue);
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PlayerLatencyPolicy& operator=(Aws::Utils::Json::JsonView jsonValue);
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Aws::Utils::Json::JsonValue Jsonize() const;
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/**
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* <p>The maximum latency value that is allowed for any player, in milliseconds.
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* All policies must have a value set for this property.</p>
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*/
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inline int GetMaximumIndividualPlayerLatencyMilliseconds() const{ return m_maximumIndividualPlayerLatencyMilliseconds; }
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/**
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* <p>The maximum latency value that is allowed for any player, in milliseconds.
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* All policies must have a value set for this property.</p>
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*/
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inline bool MaximumIndividualPlayerLatencyMillisecondsHasBeenSet() const { return m_maximumIndividualPlayerLatencyMillisecondsHasBeenSet; }
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/**
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* <p>The maximum latency value that is allowed for any player, in milliseconds.
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* All policies must have a value set for this property.</p>
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*/
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inline void SetMaximumIndividualPlayerLatencyMilliseconds(int value) { m_maximumIndividualPlayerLatencyMillisecondsHasBeenSet = true; m_maximumIndividualPlayerLatencyMilliseconds = value; }
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/**
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* <p>The maximum latency value that is allowed for any player, in milliseconds.
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* All policies must have a value set for this property.</p>
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*/
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inline PlayerLatencyPolicy& WithMaximumIndividualPlayerLatencyMilliseconds(int value) { SetMaximumIndividualPlayerLatencyMilliseconds(value); return *this;}
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/**
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* <p>The length of time, in seconds, that the policy is enforced while placing a
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* new game session. A null value for this property means that the policy is
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* enforced until the queue times out.</p>
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*/
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inline int GetPolicyDurationSeconds() const{ return m_policyDurationSeconds; }
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/**
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* <p>The length of time, in seconds, that the policy is enforced while placing a
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* new game session. A null value for this property means that the policy is
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* enforced until the queue times out.</p>
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*/
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inline bool PolicyDurationSecondsHasBeenSet() const { return m_policyDurationSecondsHasBeenSet; }
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/**
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* <p>The length of time, in seconds, that the policy is enforced while placing a
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* new game session. A null value for this property means that the policy is
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* enforced until the queue times out.</p>
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*/
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inline void SetPolicyDurationSeconds(int value) { m_policyDurationSecondsHasBeenSet = true; m_policyDurationSeconds = value; }
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/**
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* <p>The length of time, in seconds, that the policy is enforced while placing a
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* new game session. A null value for this property means that the policy is
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* enforced until the queue times out.</p>
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*/
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inline PlayerLatencyPolicy& WithPolicyDurationSeconds(int value) { SetPolicyDurationSeconds(value); return *this;}
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private:
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int m_maximumIndividualPlayerLatencyMilliseconds;
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bool m_maximumIndividualPlayerLatencyMillisecondsHasBeenSet;
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int m_policyDurationSeconds;
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bool m_policyDurationSecondsHasBeenSet;
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};
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} // namespace Model
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} // namespace GameLift
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} // namespace Aws
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