417 lines
22 KiB
C++
417 lines
22 KiB
C++
/**
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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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#include <aws/gamelift/GameLiftRequest.h>
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#include <aws/core/utils/memory/stl/AWSString.h>
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#include <aws/core/utils/memory/stl/AWSVector.h>
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#include <aws/gamelift/model/PlayerLatencyPolicy.h>
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#include <aws/gamelift/model/GameSessionQueueDestination.h>
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#include <aws/gamelift/model/Tag.h>
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#include <utility>
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namespace Aws
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{
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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>Represents the input for a request action.</p><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueueInput">AWS
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* API Reference</a></p>
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*/
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class AWS_GAMELIFT_API CreateGameSessionQueueRequest : public GameLiftRequest
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{
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public:
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CreateGameSessionQueueRequest();
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// Service request name is the Operation name which will send this request out,
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// each operation should has unique request name, so that we can get operation's name from this request.
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// Note: this is not true for response, multiple operations may have the same response name,
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// so we can not get operation's name from response.
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inline virtual const char* GetServiceRequestName() const override { return "CreateGameSessionQueue"; }
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Aws::String SerializePayload() const override;
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Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
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/**
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* <p>A descriptive label that is associated with game session queue. Queue names
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* must be unique within each Region.</p>
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*/
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inline const Aws::String& GetName() const{ return m_name; }
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/**
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* <p>A descriptive label that is associated with game session queue. Queue names
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* must be unique within each Region.</p>
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*/
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inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
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/**
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* <p>A descriptive label that is associated with game session queue. Queue names
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* must be unique within each Region.</p>
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*/
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inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
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/**
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* <p>A descriptive label that is associated with game session queue. Queue names
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* must be unique within each Region.</p>
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*/
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inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
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/**
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* <p>A descriptive label that is associated with game session queue. Queue names
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* must be unique within each Region.</p>
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*/
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inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
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/**
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* <p>A descriptive label that is associated with game session queue. Queue names
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* must be unique within each Region.</p>
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*/
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inline CreateGameSessionQueueRequest& WithName(const Aws::String& value) { SetName(value); return *this;}
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/**
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* <p>A descriptive label that is associated with game session queue. Queue names
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* must be unique within each Region.</p>
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*/
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inline CreateGameSessionQueueRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
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/**
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* <p>A descriptive label that is associated with game session queue. Queue names
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* must be unique within each Region.</p>
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*/
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inline CreateGameSessionQueueRequest& WithName(const char* value) { SetName(value); return *this;}
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/**
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* <p>The maximum time, in seconds, that a new game session placement request
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* remains in the queue. When a request exceeds this time, the game session
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* placement changes to a <code>TIMED_OUT</code> status.</p>
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*/
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inline int GetTimeoutInSeconds() const{ return m_timeoutInSeconds; }
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/**
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* <p>The maximum time, in seconds, that a new game session placement request
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* remains in the queue. When a request exceeds this time, the game session
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* placement changes to a <code>TIMED_OUT</code> status.</p>
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*/
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inline bool TimeoutInSecondsHasBeenSet() const { return m_timeoutInSecondsHasBeenSet; }
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/**
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* <p>The maximum time, in seconds, that a new game session placement request
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* remains in the queue. When a request exceeds this time, the game session
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* placement changes to a <code>TIMED_OUT</code> status.</p>
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*/
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inline void SetTimeoutInSeconds(int value) { m_timeoutInSecondsHasBeenSet = true; m_timeoutInSeconds = value; }
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/**
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* <p>The maximum time, in seconds, that a new game session placement request
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* remains in the queue. When a request exceeds this time, the game session
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* placement changes to a <code>TIMED_OUT</code> status.</p>
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*/
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inline CreateGameSessionQueueRequest& WithTimeoutInSeconds(int value) { SetTimeoutInSeconds(value); return *this;}
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/**
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* <p>A collection of latency policies to apply when processing game sessions
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* placement requests with player latency information. Multiple policies are
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* evaluated in order of the maximum latency value, starting with the lowest
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* latency values. With just one policy, the policy is enforced at the start of the
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* game session placement for the duration period. With multiple policies, each
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* policy is enforced consecutively for its duration period. For example, a queue
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* might enforce a 60-second policy followed by a 120-second policy, and then no
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* policy for the remainder of the placement. A player latency policy must set a
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* value for <code>MaximumIndividualPlayerLatencyMilliseconds</code>. If none is
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* set, this API request fails.</p>
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*/
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inline const Aws::Vector<PlayerLatencyPolicy>& GetPlayerLatencyPolicies() const{ return m_playerLatencyPolicies; }
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/**
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* <p>A collection of latency policies to apply when processing game sessions
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* placement requests with player latency information. Multiple policies are
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* evaluated in order of the maximum latency value, starting with the lowest
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* latency values. With just one policy, the policy is enforced at the start of the
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* game session placement for the duration period. With multiple policies, each
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* policy is enforced consecutively for its duration period. For example, a queue
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* might enforce a 60-second policy followed by a 120-second policy, and then no
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* policy for the remainder of the placement. A player latency policy must set a
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* value for <code>MaximumIndividualPlayerLatencyMilliseconds</code>. If none is
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* set, this API request fails.</p>
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*/
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inline bool PlayerLatencyPoliciesHasBeenSet() const { return m_playerLatencyPoliciesHasBeenSet; }
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/**
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* <p>A collection of latency policies to apply when processing game sessions
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* placement requests with player latency information. Multiple policies are
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* evaluated in order of the maximum latency value, starting with the lowest
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* latency values. With just one policy, the policy is enforced at the start of the
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* game session placement for the duration period. With multiple policies, each
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* policy is enforced consecutively for its duration period. For example, a queue
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* might enforce a 60-second policy followed by a 120-second policy, and then no
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* policy for the remainder of the placement. A player latency policy must set a
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* value for <code>MaximumIndividualPlayerLatencyMilliseconds</code>. If none is
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* set, this API request fails.</p>
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*/
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inline void SetPlayerLatencyPolicies(const Aws::Vector<PlayerLatencyPolicy>& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies = value; }
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/**
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* <p>A collection of latency policies to apply when processing game sessions
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* placement requests with player latency information. Multiple policies are
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* evaluated in order of the maximum latency value, starting with the lowest
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* latency values. With just one policy, the policy is enforced at the start of the
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* game session placement for the duration period. With multiple policies, each
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* policy is enforced consecutively for its duration period. For example, a queue
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* might enforce a 60-second policy followed by a 120-second policy, and then no
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* policy for the remainder of the placement. A player latency policy must set a
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* value for <code>MaximumIndividualPlayerLatencyMilliseconds</code>. If none is
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* set, this API request fails.</p>
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*/
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inline void SetPlayerLatencyPolicies(Aws::Vector<PlayerLatencyPolicy>&& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies = std::move(value); }
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/**
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* <p>A collection of latency policies to apply when processing game sessions
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* placement requests with player latency information. Multiple policies are
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* evaluated in order of the maximum latency value, starting with the lowest
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* latency values. With just one policy, the policy is enforced at the start of the
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* game session placement for the duration period. With multiple policies, each
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* policy is enforced consecutively for its duration period. For example, a queue
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* might enforce a 60-second policy followed by a 120-second policy, and then no
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* policy for the remainder of the placement. A player latency policy must set a
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* value for <code>MaximumIndividualPlayerLatencyMilliseconds</code>. If none is
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* set, this API request fails.</p>
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*/
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inline CreateGameSessionQueueRequest& WithPlayerLatencyPolicies(const Aws::Vector<PlayerLatencyPolicy>& value) { SetPlayerLatencyPolicies(value); return *this;}
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/**
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* <p>A collection of latency policies to apply when processing game sessions
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* placement requests with player latency information. Multiple policies are
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* evaluated in order of the maximum latency value, starting with the lowest
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* latency values. With just one policy, the policy is enforced at the start of the
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* game session placement for the duration period. With multiple policies, each
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* policy is enforced consecutively for its duration period. For example, a queue
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* might enforce a 60-second policy followed by a 120-second policy, and then no
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* policy for the remainder of the placement. A player latency policy must set a
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* value for <code>MaximumIndividualPlayerLatencyMilliseconds</code>. If none is
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* set, this API request fails.</p>
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*/
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inline CreateGameSessionQueueRequest& WithPlayerLatencyPolicies(Aws::Vector<PlayerLatencyPolicy>&& value) { SetPlayerLatencyPolicies(std::move(value)); return *this;}
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/**
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* <p>A collection of latency policies to apply when processing game sessions
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* placement requests with player latency information. Multiple policies are
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* evaluated in order of the maximum latency value, starting with the lowest
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* latency values. With just one policy, the policy is enforced at the start of the
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* game session placement for the duration period. With multiple policies, each
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* policy is enforced consecutively for its duration period. For example, a queue
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* might enforce a 60-second policy followed by a 120-second policy, and then no
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* policy for the remainder of the placement. A player latency policy must set a
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* value for <code>MaximumIndividualPlayerLatencyMilliseconds</code>. If none is
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* set, this API request fails.</p>
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*/
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inline CreateGameSessionQueueRequest& AddPlayerLatencyPolicies(const PlayerLatencyPolicy& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies.push_back(value); return *this; }
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/**
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* <p>A collection of latency policies to apply when processing game sessions
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* placement requests with player latency information. Multiple policies are
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* evaluated in order of the maximum latency value, starting with the lowest
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* latency values. With just one policy, the policy is enforced at the start of the
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* game session placement for the duration period. With multiple policies, each
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* policy is enforced consecutively for its duration period. For example, a queue
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* might enforce a 60-second policy followed by a 120-second policy, and then no
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* policy for the remainder of the placement. A player latency policy must set a
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* value for <code>MaximumIndividualPlayerLatencyMilliseconds</code>. If none is
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* set, this API request fails.</p>
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*/
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inline CreateGameSessionQueueRequest& AddPlayerLatencyPolicies(PlayerLatencyPolicy&& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies.push_back(std::move(value)); return *this; }
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/**
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* <p>A list of fleets that can be used to fulfill game session placement requests
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* in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN.
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* Destinations are listed in default preference order.</p>
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*/
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inline const Aws::Vector<GameSessionQueueDestination>& GetDestinations() const{ return m_destinations; }
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/**
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* <p>A list of fleets that can be used to fulfill game session placement requests
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* in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN.
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* Destinations are listed in default preference order.</p>
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*/
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inline bool DestinationsHasBeenSet() const { return m_destinationsHasBeenSet; }
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/**
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* <p>A list of fleets that can be used to fulfill game session placement requests
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* in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN.
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* Destinations are listed in default preference order.</p>
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*/
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inline void SetDestinations(const Aws::Vector<GameSessionQueueDestination>& value) { m_destinationsHasBeenSet = true; m_destinations = value; }
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/**
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* <p>A list of fleets that can be used to fulfill game session placement requests
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* in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN.
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* Destinations are listed in default preference order.</p>
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*/
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inline void SetDestinations(Aws::Vector<GameSessionQueueDestination>&& value) { m_destinationsHasBeenSet = true; m_destinations = std::move(value); }
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/**
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* <p>A list of fleets that can be used to fulfill game session placement requests
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* in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN.
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* Destinations are listed in default preference order.</p>
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*/
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inline CreateGameSessionQueueRequest& WithDestinations(const Aws::Vector<GameSessionQueueDestination>& value) { SetDestinations(value); return *this;}
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/**
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* <p>A list of fleets that can be used to fulfill game session placement requests
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* in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN.
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* Destinations are listed in default preference order.</p>
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*/
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inline CreateGameSessionQueueRequest& WithDestinations(Aws::Vector<GameSessionQueueDestination>&& value) { SetDestinations(std::move(value)); return *this;}
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/**
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* <p>A list of fleets that can be used to fulfill game session placement requests
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* in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN.
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* Destinations are listed in default preference order.</p>
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*/
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inline CreateGameSessionQueueRequest& AddDestinations(const GameSessionQueueDestination& value) { m_destinationsHasBeenSet = true; m_destinations.push_back(value); return *this; }
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/**
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* <p>A list of fleets that can be used to fulfill game session placement requests
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* in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN.
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* Destinations are listed in default preference order.</p>
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*/
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inline CreateGameSessionQueueRequest& AddDestinations(GameSessionQueueDestination&& value) { m_destinationsHasBeenSet = true; m_destinations.push_back(std::move(value)); return *this; }
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/**
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* <p>A list of labels to assign to the new game session queue resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline const Aws::Vector<Tag>& GetTags() const{ return m_tags; }
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/**
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* <p>A list of labels to assign to the new game session queue resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline bool TagsHasBeenSet() const { return m_tagsHasBeenSet; }
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/**
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* <p>A list of labels to assign to the new game session queue resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline void SetTags(const Aws::Vector<Tag>& value) { m_tagsHasBeenSet = true; m_tags = value; }
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/**
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* <p>A list of labels to assign to the new game session queue resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline void SetTags(Aws::Vector<Tag>&& value) { m_tagsHasBeenSet = true; m_tags = std::move(value); }
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/**
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* <p>A list of labels to assign to the new game session queue resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline CreateGameSessionQueueRequest& WithTags(const Aws::Vector<Tag>& value) { SetTags(value); return *this;}
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/**
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* <p>A list of labels to assign to the new game session queue resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline CreateGameSessionQueueRequest& WithTags(Aws::Vector<Tag>&& value) { SetTags(std::move(value)); return *this;}
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/**
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* <p>A list of labels to assign to the new game session queue resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline CreateGameSessionQueueRequest& AddTags(const Tag& value) { m_tagsHasBeenSet = true; m_tags.push_back(value); return *this; }
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/**
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* <p>A list of labels to assign to the new game session queue resource. Tags are
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* developer-defined key-value pairs. Tagging AWS resources are useful for resource
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* management, access management and cost allocation. For more information, see <a
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* href="https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html"> Tagging
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* AWS Resources</a> in the <i>AWS General Reference</i>. Once the resource is
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* created, you can use <a>TagResource</a>, <a>UntagResource</a>, and
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* <a>ListTagsForResource</a> to add, remove, and view tags. The maximum tag limit
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* may be lower than stated. See the AWS General Reference for actual tagging
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* limits.</p>
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*/
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inline CreateGameSessionQueueRequest& AddTags(Tag&& value) { m_tagsHasBeenSet = true; m_tags.push_back(std::move(value)); return *this; }
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private:
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Aws::String m_name;
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bool m_nameHasBeenSet;
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int m_timeoutInSeconds;
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bool m_timeoutInSecondsHasBeenSet;
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Aws::Vector<PlayerLatencyPolicy> m_playerLatencyPolicies;
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bool m_playerLatencyPoliciesHasBeenSet;
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Aws::Vector<GameSessionQueueDestination> m_destinations;
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bool m_destinationsHasBeenSet;
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Aws::Vector<Tag> m_tags;
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bool m_tagsHasBeenSet;
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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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