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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/PlayerLatencyPolicy.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>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>Queue setting that determines the highest latency allowed for individual
* players when placing a game session. When a latency policy is in force, a game
* session cannot be placed with any fleet in a Region where a player reports
* latency higher than the cap. Latency policies are only enforced when the
* placement request contains player latency information.</p> <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/PlayerLatencyPolicy">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API PlayerLatencyPolicy
{
public:
PlayerLatencyPolicy();
PlayerLatencyPolicy(Aws::Utils::Json::JsonView jsonValue);
PlayerLatencyPolicy& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>The maximum latency value that is allowed for any player, in milliseconds.
* All policies must have a value set for this property.</p>
*/
inline int GetMaximumIndividualPlayerLatencyMilliseconds() const{ return m_maximumIndividualPlayerLatencyMilliseconds; }
/**
* <p>The maximum latency value that is allowed for any player, in milliseconds.
* All policies must have a value set for this property.</p>
*/
inline bool MaximumIndividualPlayerLatencyMillisecondsHasBeenSet() const { return m_maximumIndividualPlayerLatencyMillisecondsHasBeenSet; }
/**
* <p>The maximum latency value that is allowed for any player, in milliseconds.
* All policies must have a value set for this property.</p>
*/
inline void SetMaximumIndividualPlayerLatencyMilliseconds(int value) { m_maximumIndividualPlayerLatencyMillisecondsHasBeenSet = true; m_maximumIndividualPlayerLatencyMilliseconds = value; }
/**
* <p>The maximum latency value that is allowed for any player, in milliseconds.
* All policies must have a value set for this property.</p>
*/
inline PlayerLatencyPolicy& WithMaximumIndividualPlayerLatencyMilliseconds(int value) { SetMaximumIndividualPlayerLatencyMilliseconds(value); return *this;}
/**
* <p>The length of time, in seconds, that the policy is enforced while placing a
* new game session. A null value for this property means that the policy is
* enforced until the queue times out.</p>
*/
inline int GetPolicyDurationSeconds() const{ return m_policyDurationSeconds; }
/**
* <p>The length of time, in seconds, that the policy is enforced while placing a
* new game session. A null value for this property means that the policy is
* enforced until the queue times out.</p>
*/
inline bool PolicyDurationSecondsHasBeenSet() const { return m_policyDurationSecondsHasBeenSet; }
/**
* <p>The length of time, in seconds, that the policy is enforced while placing a
* new game session. A null value for this property means that the policy is
* enforced until the queue times out.</p>
*/
inline void SetPolicyDurationSeconds(int value) { m_policyDurationSecondsHasBeenSet = true; m_policyDurationSeconds = value; }
/**
* <p>The length of time, in seconds, that the policy is enforced while placing a
* new game session. A null value for this property means that the policy is
* enforced until the queue times out.</p>
*/
inline PlayerLatencyPolicy& WithPolicyDurationSeconds(int value) { SetPolicyDurationSeconds(value); return *this;}
private:
int m_maximumIndividualPlayerLatencyMilliseconds;
bool m_maximumIndividualPlayerLatencyMillisecondsHasBeenSet;
int m_policyDurationSeconds;
bool m_policyDurationSecondsHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws