/** * Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved. * SPDX-License-Identifier: Apache-2.0. */ #pragma once #include #include #include #include #include #include namespace Aws { namespace Utils { namespace Json { class JsonValue; class JsonView; } // namespace Json } // namespace Utils namespace GameLift { namespace Model { /** *

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

*/ class AWS_GAMELIFT_API GameSessionQueue { public: GameSessionQueue(); GameSessionQueue(Aws::Utils::Json::JsonView jsonValue); GameSessionQueue& operator=(Aws::Utils::Json::JsonView jsonValue); Aws::Utils::Json::JsonValue Jsonize() const; /** *

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.

*/ inline int GetTimeoutInSeconds() const{ return m_timeoutInSeconds; } /** *

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.

*/ inline bool TimeoutInSecondsHasBeenSet() const { return m_timeoutInSecondsHasBeenSet; } /** *

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.

*/ inline void SetTimeoutInSeconds(int value) { m_timeoutInSecondsHasBeenSet = true; m_timeoutInSeconds = value; } /** *

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.

*/ inline GameSessionQueue& WithTimeoutInSeconds(int value) { SetTimeoutInSeconds(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 const Aws::Vector& GetPlayerLatencyPolicies() const{ return m_playerLatencyPolicies; } /** *

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 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::Vector& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies = value; } /** *

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(Aws::Vector&& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies = std::move(value); } /** *

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& WithPlayerLatencyPolicies(const Aws::Vector& value) { SetPlayerLatencyPolicies(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& WithPlayerLatencyPolicies(Aws::Vector&& value) { SetPlayerLatencyPolicies(std::move(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(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::Vector& GetDestinations() const{ return m_destinations; } /** *

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 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::Vector& value) { m_destinationsHasBeenSet = true; m_destinations = value; } /** *

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(Aws::Vector&& value) { m_destinationsHasBeenSet = true; m_destinations = std::move(value); } /** *

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& WithDestinations(const Aws::Vector& value) { SetDestinations(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& WithDestinations(Aws::Vector&& value) { SetDestinations(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 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 m_playerLatencyPolicies; bool m_playerLatencyPoliciesHasBeenSet; Aws::Vector m_destinations; bool m_destinationsHasBeenSet; }; } // namespace Model } // namespace GameLift } // namespace Aws