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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/GameSessionQueue.h

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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/core/utils/memory/stl/AWSVector.h>
#include <aws/gamelift/model/PlayerLatencyPolicy.h>
#include <aws/gamelift/model/GameSessionQueueDestination.h>
#include <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Configuration of a queue that is used to process game session placement
* requests. The queue configuration identifies several game features:</p> <ul>
* <li> <p>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. </p> </li> <li>
* <p>The length of time that placement requests can wait in the queue before
* timing out. </p> </li> <li> <p>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.</p> </li> </ul> <ul> <li> <p> <a>CreateGameSessionQueue</a> </p> </li>
* <li> <p> <a>DescribeGameSessionQueues</a> </p> </li> <li> <p>
* <a>UpdateGameSessionQueue</a> </p> </li> <li> <p> <a>DeleteGameSessionQueue</a>
* </p> </li> </ul><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionQueue">AWS
* API Reference</a></p>
*/
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;
/**
* <p>A descriptive label that is associated with game session queue. Queue names
* must be unique within each Region.</p>
*/
inline const Aws::String& GetName() const{ return m_name; }
/**
* <p>A descriptive label that is associated with game session queue. Queue names
* must be unique within each Region.</p>
*/
inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
/**
* <p>A descriptive label that is associated with game session queue. Queue names
* must be unique within each Region.</p>
*/
inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
/**
* <p>A descriptive label that is associated with game session queue. Queue names
* must be unique within each Region.</p>
*/
inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
/**
* <p>A descriptive label that is associated with game session queue. Queue names
* must be unique within each Region.</p>
*/
inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
/**
* <p>A descriptive label that is associated with game session queue. Queue names
* must be unique within each Region.</p>
*/
inline GameSessionQueue& WithName(const Aws::String& value) { SetName(value); return *this;}
/**
* <p>A descriptive label that is associated with game session queue. Queue names
* must be unique within each Region.</p>
*/
inline GameSessionQueue& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
/**
* <p>A descriptive label that is associated with game session queue. Queue names
* must be unique within each Region.</p>
*/
inline GameSessionQueue& WithName(const char* value) { SetName(value); return *this;}
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* 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 <i>Name</i> value.</p>
*/
inline const Aws::String& GetGameSessionQueueArn() const{ return m_gameSessionQueueArn; }
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* 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 <i>Name</i> value.</p>
*/
inline bool GameSessionQueueArnHasBeenSet() const { return m_gameSessionQueueArnHasBeenSet; }
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* 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 <i>Name</i> value.</p>
*/
inline void SetGameSessionQueueArn(const Aws::String& value) { m_gameSessionQueueArnHasBeenSet = true; m_gameSessionQueueArn = value; }
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* 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 <i>Name</i> value.</p>
*/
inline void SetGameSessionQueueArn(Aws::String&& value) { m_gameSessionQueueArnHasBeenSet = true; m_gameSessionQueueArn = std::move(value); }
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* 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 <i>Name</i> value.</p>
*/
inline void SetGameSessionQueueArn(const char* value) { m_gameSessionQueueArnHasBeenSet = true; m_gameSessionQueueArn.assign(value); }
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* 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 <i>Name</i> value.</p>
*/
inline GameSessionQueue& WithGameSessionQueueArn(const Aws::String& value) { SetGameSessionQueueArn(value); return *this;}
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* 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 <i>Name</i> value.</p>
*/
inline GameSessionQueue& WithGameSessionQueueArn(Aws::String&& value) { SetGameSessionQueueArn(std::move(value)); return *this;}
/**
* <p>Amazon Resource Name (<a
* href="https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html">ARN</a>)
* 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 <i>Name</i> value.</p>
*/
inline GameSessionQueue& WithGameSessionQueueArn(const char* value) { SetGameSessionQueueArn(value); return *this;}
/**
* <p>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 <code>TIMED_OUT</code> status.</p>
*/
inline int GetTimeoutInSeconds() const{ return m_timeoutInSeconds; }
/**
* <p>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 <code>TIMED_OUT</code> status.</p>
*/
inline bool TimeoutInSecondsHasBeenSet() const { return m_timeoutInSecondsHasBeenSet; }
/**
* <p>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 <code>TIMED_OUT</code> status.</p>
*/
inline void SetTimeoutInSeconds(int value) { m_timeoutInSecondsHasBeenSet = true; m_timeoutInSeconds = value; }
/**
* <p>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 <code>TIMED_OUT</code> status.</p>
*/
inline GameSessionQueue& WithTimeoutInSeconds(int value) { SetTimeoutInSeconds(value); return *this;}
/**
* <p>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. </p>
*/
inline const Aws::Vector<PlayerLatencyPolicy>& GetPlayerLatencyPolicies() const{ return m_playerLatencyPolicies; }
/**
* <p>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. </p>
*/
inline bool PlayerLatencyPoliciesHasBeenSet() const { return m_playerLatencyPoliciesHasBeenSet; }
/**
* <p>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. </p>
*/
inline void SetPlayerLatencyPolicies(const Aws::Vector<PlayerLatencyPolicy>& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies = value; }
/**
* <p>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. </p>
*/
inline void SetPlayerLatencyPolicies(Aws::Vector<PlayerLatencyPolicy>&& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies = std::move(value); }
/**
* <p>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. </p>
*/
inline GameSessionQueue& WithPlayerLatencyPolicies(const Aws::Vector<PlayerLatencyPolicy>& value) { SetPlayerLatencyPolicies(value); return *this;}
/**
* <p>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. </p>
*/
inline GameSessionQueue& WithPlayerLatencyPolicies(Aws::Vector<PlayerLatencyPolicy>&& value) { SetPlayerLatencyPolicies(std::move(value)); return *this;}
/**
* <p>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. </p>
*/
inline GameSessionQueue& AddPlayerLatencyPolicies(const PlayerLatencyPolicy& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies.push_back(value); return *this; }
/**
* <p>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. </p>
*/
inline GameSessionQueue& AddPlayerLatencyPolicies(PlayerLatencyPolicy&& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies.push_back(std::move(value)); return *this; }
/**
* <p>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.</p>
*/
inline const Aws::Vector<GameSessionQueueDestination>& GetDestinations() const{ return m_destinations; }
/**
* <p>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.</p>
*/
inline bool DestinationsHasBeenSet() const { return m_destinationsHasBeenSet; }
/**
* <p>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.</p>
*/
inline void SetDestinations(const Aws::Vector<GameSessionQueueDestination>& value) { m_destinationsHasBeenSet = true; m_destinations = value; }
/**
* <p>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.</p>
*/
inline void SetDestinations(Aws::Vector<GameSessionQueueDestination>&& value) { m_destinationsHasBeenSet = true; m_destinations = std::move(value); }
/**
* <p>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.</p>
*/
inline GameSessionQueue& WithDestinations(const Aws::Vector<GameSessionQueueDestination>& value) { SetDestinations(value); return *this;}
/**
* <p>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.</p>
*/
inline GameSessionQueue& WithDestinations(Aws::Vector<GameSessionQueueDestination>&& value) { SetDestinations(std::move(value)); return *this;}
/**
* <p>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.</p>
*/
inline GameSessionQueue& AddDestinations(const GameSessionQueueDestination& value) { m_destinationsHasBeenSet = true; m_destinations.push_back(value); return *this; }
/**
* <p>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.</p>
*/
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<PlayerLatencyPolicy> m_playerLatencyPolicies;
bool m_playerLatencyPoliciesHasBeenSet;
Aws::Vector<GameSessionQueueDestination> m_destinations;
bool m_destinationsHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws