/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Configuration of a queue that is used to process game session placement
* requests. The queue configuration identifies several game features: The destinations where a new game session can potentially be hosted.
* Amazon GameLift tries these destinations in an order based on either the queue's
* default order or player latency information, if provided in a placement request.
* With latency information, Amazon GameLift can place game sessions where the
* majority of players are reporting the lowest possible latency. The length of time that placement requests can wait in the queue before
* timing out. A set of optional latency policies that protect
* individual players from high latencies, preventing game sessions from being
* placed where any individual player is reporting latency higher than a policy's
* maximum.
*
See Also:
AWS
* API Reference
A descriptive label that is associated with game session queue. Queue names * must be unique within each Region.
*/ inline const Aws::String& GetName() const{ return m_name; } /** *A descriptive label that is associated with game session queue. Queue names * must be unique within each Region.
*/ inline bool NameHasBeenSet() const { return m_nameHasBeenSet; } /** *A descriptive label that is associated with game session queue. Queue names * must be unique within each Region.
*/ inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; } /** *A descriptive label that is associated with game session queue. Queue names * must be unique within each Region.
*/ inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); } /** *A descriptive label that is associated with game session queue. Queue names * must be unique within each Region.
*/ inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); } /** *A descriptive label that is associated with game session queue. Queue names * must be unique within each Region.
*/ inline GameSessionQueue& WithName(const Aws::String& value) { SetName(value); return *this;} /** *A descriptive label that is associated with game session queue. Queue names * must be unique within each Region.
*/ inline GameSessionQueue& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;} /** *A descriptive label that is associated with game session queue. Queue names * must be unique within each Region.
*/ inline GameSessionQueue& WithName(const char* value) { SetName(value); return *this;} /** *Amazon Resource Name (ARN) * that is assigned to a GameLift game session queue resource and uniquely * identifies it. ARNs are unique across all Regions. In a GameLift game session * queue ARN, the resource ID matches the Name value.
*/ inline const Aws::String& GetGameSessionQueueArn() const{ return m_gameSessionQueueArn; } /** *Amazon Resource Name (ARN) * that is assigned to a GameLift game session queue resource and uniquely * identifies it. ARNs are unique across all Regions. In a GameLift game session * queue ARN, the resource ID matches the Name value.
*/ inline bool GameSessionQueueArnHasBeenSet() const { return m_gameSessionQueueArnHasBeenSet; } /** *Amazon Resource Name (ARN) * that is assigned to a GameLift game session queue resource and uniquely * identifies it. ARNs are unique across all Regions. In a GameLift game session * queue ARN, the resource ID matches the Name value.
*/ inline void SetGameSessionQueueArn(const Aws::String& value) { m_gameSessionQueueArnHasBeenSet = true; m_gameSessionQueueArn = value; } /** *Amazon Resource Name (ARN) * that is assigned to a GameLift game session queue resource and uniquely * identifies it. ARNs are unique across all Regions. In a GameLift game session * queue ARN, the resource ID matches the Name value.
*/ inline void SetGameSessionQueueArn(Aws::String&& value) { m_gameSessionQueueArnHasBeenSet = true; m_gameSessionQueueArn = std::move(value); } /** *Amazon Resource Name (ARN) * that is assigned to a GameLift game session queue resource and uniquely * identifies it. ARNs are unique across all Regions. In a GameLift game session * queue ARN, the resource ID matches the Name value.
*/ inline void SetGameSessionQueueArn(const char* value) { m_gameSessionQueueArnHasBeenSet = true; m_gameSessionQueueArn.assign(value); } /** *Amazon Resource Name (ARN) * that is assigned to a GameLift game session queue resource and uniquely * identifies it. ARNs are unique across all Regions. In a GameLift game session * queue ARN, the resource ID matches the Name value.
*/ inline GameSessionQueue& WithGameSessionQueueArn(const Aws::String& value) { SetGameSessionQueueArn(value); return *this;} /** *Amazon Resource Name (ARN) * that is assigned to a GameLift game session queue resource and uniquely * identifies it. ARNs are unique across all Regions. In a GameLift game session * queue ARN, the resource ID matches the Name value.
*/ inline GameSessionQueue& WithGameSessionQueueArn(Aws::String&& value) { SetGameSessionQueueArn(std::move(value)); return *this;} /** *Amazon Resource Name (ARN) * that is assigned to a GameLift game session queue resource and uniquely * identifies it. ARNs are unique across all Regions. In a GameLift game session * queue ARN, the resource ID matches the Name value.
*/ inline GameSessionQueue& WithGameSessionQueueArn(const char* value) { SetGameSessionQueueArn(value); return *this;} /** *The maximum time, in seconds, that a new game session placement request
* remains in the queue. When a request exceeds this time, the game session
* placement changes to a TIMED_OUT status.
The maximum time, in seconds, that a new game session placement request
* remains in the queue. When a request exceeds this time, the game session
* placement changes to a TIMED_OUT status.
The maximum time, in seconds, that a new game session placement request
* remains in the queue. When a request exceeds this time, the game session
* placement changes to a TIMED_OUT status.
The maximum time, in seconds, that a new game session placement request
* remains in the queue. When a request exceeds this time, the game session
* placement changes to a TIMED_OUT status.
A collection of latency policies to apply when processing game sessions * placement requests with player latency information. Multiple policies are * evaluated in order of the maximum latency value, starting with the lowest * latency values. With just one policy, the policy is enforced at the start of the * game session placement for the duration period. With multiple policies, each * policy is enforced consecutively for its duration period. For example, a queue * might enforce a 60-second policy followed by a 120-second policy, and then no * policy for the remainder of the placement.
*/ inline const Aws::VectorA collection of latency policies to apply when processing game sessions * placement requests with player latency information. Multiple policies are * evaluated in order of the maximum latency value, starting with the lowest * latency values. With just one policy, the policy is enforced at the start of the * game session placement for the duration period. With multiple policies, each * policy is enforced consecutively for its duration period. For example, a queue * might enforce a 60-second policy followed by a 120-second policy, and then no * policy for the remainder of the placement.
*/ inline bool PlayerLatencyPoliciesHasBeenSet() const { return m_playerLatencyPoliciesHasBeenSet; } /** *A collection of latency policies to apply when processing game sessions * placement requests with player latency information. Multiple policies are * evaluated in order of the maximum latency value, starting with the lowest * latency values. With just one policy, the policy is enforced at the start of the * game session placement for the duration period. With multiple policies, each * policy is enforced consecutively for its duration period. For example, a queue * might enforce a 60-second policy followed by a 120-second policy, and then no * policy for the remainder of the placement.
*/ inline void SetPlayerLatencyPolicies(const Aws::VectorA collection of latency policies to apply when processing game sessions * placement requests with player latency information. Multiple policies are * evaluated in order of the maximum latency value, starting with the lowest * latency values. With just one policy, the policy is enforced at the start of the * game session placement for the duration period. With multiple policies, each * policy is enforced consecutively for its duration period. For example, a queue * might enforce a 60-second policy followed by a 120-second policy, and then no * policy for the remainder of the placement.
*/ inline void SetPlayerLatencyPolicies(Aws::VectorA collection of latency policies to apply when processing game sessions * placement requests with player latency information. Multiple policies are * evaluated in order of the maximum latency value, starting with the lowest * latency values. With just one policy, the policy is enforced at the start of the * game session placement for the duration period. With multiple policies, each * policy is enforced consecutively for its duration period. For example, a queue * might enforce a 60-second policy followed by a 120-second policy, and then no * policy for the remainder of the placement.
*/ inline GameSessionQueue& WithPlayerLatencyPolicies(const Aws::VectorA collection of latency policies to apply when processing game sessions * placement requests with player latency information. Multiple policies are * evaluated in order of the maximum latency value, starting with the lowest * latency values. With just one policy, the policy is enforced at the start of the * game session placement for the duration period. With multiple policies, each * policy is enforced consecutively for its duration period. For example, a queue * might enforce a 60-second policy followed by a 120-second policy, and then no * policy for the remainder of the placement.
*/ inline GameSessionQueue& WithPlayerLatencyPolicies(Aws::VectorA collection of latency policies to apply when processing game sessions * placement requests with player latency information. Multiple policies are * evaluated in order of the maximum latency value, starting with the lowest * latency values. With just one policy, the policy is enforced at the start of the * game session placement for the duration period. With multiple policies, each * policy is enforced consecutively for its duration period. For example, a queue * might enforce a 60-second policy followed by a 120-second policy, and then no * policy for the remainder of the placement.
*/ inline GameSessionQueue& AddPlayerLatencyPolicies(const PlayerLatencyPolicy& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies.push_back(value); return *this; } /** *A collection of latency policies to apply when processing game sessions * placement requests with player latency information. Multiple policies are * evaluated in order of the maximum latency value, starting with the lowest * latency values. With just one policy, the policy is enforced at the start of the * game session placement for the duration period. With multiple policies, each * policy is enforced consecutively for its duration period. For example, a queue * might enforce a 60-second policy followed by a 120-second policy, and then no * policy for the remainder of the placement.
*/ inline GameSessionQueue& AddPlayerLatencyPolicies(PlayerLatencyPolicy&& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies.push_back(std::move(value)); return *this; } /** *A list of fleets that can be used to fulfill game session placement requests * in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. * Destinations are listed in default preference order.
*/ inline const Aws::VectorA list of fleets that can be used to fulfill game session placement requests * in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. * Destinations are listed in default preference order.
*/ inline bool DestinationsHasBeenSet() const { return m_destinationsHasBeenSet; } /** *A list of fleets that can be used to fulfill game session placement requests * in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. * Destinations are listed in default preference order.
*/ inline void SetDestinations(const Aws::VectorA list of fleets that can be used to fulfill game session placement requests * in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. * Destinations are listed in default preference order.
*/ inline void SetDestinations(Aws::VectorA list of fleets that can be used to fulfill game session placement requests * in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. * Destinations are listed in default preference order.
*/ inline GameSessionQueue& WithDestinations(const Aws::VectorA list of fleets that can be used to fulfill game session placement requests * in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. * Destinations are listed in default preference order.
*/ inline GameSessionQueue& WithDestinations(Aws::VectorA list of fleets that can be used to fulfill game session placement requests * in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. * Destinations are listed in default preference order.
*/ inline GameSessionQueue& AddDestinations(const GameSessionQueueDestination& value) { m_destinationsHasBeenSet = true; m_destinations.push_back(value); return *this; } /** *A list of fleets that can be used to fulfill game session placement requests * in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. * Destinations are listed in default preference order.
*/ inline GameSessionQueue& AddDestinations(GameSessionQueueDestination&& value) { m_destinationsHasBeenSet = true; m_destinations.push_back(std::move(value)); return *this; } private: Aws::String m_name; bool m_nameHasBeenSet; Aws::String m_gameSessionQueueArn; bool m_gameSessionQueueArnHasBeenSet; int m_timeoutInSeconds; bool m_timeoutInSecondsHasBeenSet; Aws::Vector