/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Represents the input for a request action.See Also:
AWS
* API Reference
A descriptive label that is associated with game session queue. Queue names * must be unique within each Region. You can use either the queue ID or ARN value. *
*/ 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. You can use either the queue ID or ARN value. *
*/ 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. You can use either the queue ID or ARN value. *
*/ 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. You can use either the queue ID or ARN value. *
*/ 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. You can use either the queue ID or ARN value. *
*/ 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. You can use either the queue ID or ARN value. *
*/ inline UpdateGameSessionQueueRequest& 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. You can use either the queue ID or ARN value. *
*/ inline UpdateGameSessionQueueRequest& 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. You can use either the queue ID or ARN value. *
*/ inline UpdateGameSessionQueueRequest& WithName(const char* value) { SetName(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. When updating policies, provide a * complete collection of policies.
*/ 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. When updating policies, provide a * complete collection of policies.
*/ 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. When updating policies, provide a * complete collection of policies.
*/ 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. When updating policies, provide a * complete collection of policies.
*/ 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. When updating policies, provide a * complete collection of policies.
*/ inline UpdateGameSessionQueueRequest& 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. When updating policies, provide a * complete collection of policies.
*/ inline UpdateGameSessionQueueRequest& 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. When updating policies, provide a * complete collection of policies.
*/ inline UpdateGameSessionQueueRequest& 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. When updating policies, provide a * complete collection of policies.
*/ inline UpdateGameSessionQueueRequest& 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. When updating this list, * provide a complete list of destinations.
*/ 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. When updating this list, * provide a complete list of destinations.
*/ 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. When updating this list, * provide a complete list of destinations.
*/ 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. When updating this list, * provide a complete list of destinations.
*/ 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. When updating this list, * provide a complete list of destinations.
*/ inline UpdateGameSessionQueueRequest& 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. When updating this list, * provide a complete list of destinations.
*/ inline UpdateGameSessionQueueRequest& 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. When updating this list, * provide a complete list of destinations.
*/ inline UpdateGameSessionQueueRequest& 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. When updating this list, * provide a complete list of destinations.
*/ inline UpdateGameSessionQueueRequest& AddDestinations(GameSessionQueueDestination&& value) { m_destinationsHasBeenSet = true; m_destinations.push_back(std::move(value)); return *this; } private: Aws::String m_name; bool m_nameHasBeenSet; int m_timeoutInSeconds; bool m_timeoutInSecondsHasBeenSet; Aws::Vector