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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/ResourceCreationLimitPolicy.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>A policy that limits the number of game sessions a player can create on the
* same fleet. This optional policy gives game owners control over how players can
* consume available game server resources. A resource creation policy makes the
* following statement: "An individual player can create a maximum number of new
* game sessions within a specified time period".</p> <p>The policy is evaluated
* when a player tries to create a new game session. For example: Assume you have a
* policy of 10 new game sessions and a time period of 60 minutes. On receiving a
* <code>CreateGameSession</code> request, Amazon GameLift checks that the player
* (identified by <code>CreatorId</code>) has created fewer than 10 game sessions
* in the past 60 minutes.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResourceCreationLimitPolicy">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API ResourceCreationLimitPolicy
{
public:
ResourceCreationLimitPolicy();
ResourceCreationLimitPolicy(Aws::Utils::Json::JsonView jsonValue);
ResourceCreationLimitPolicy& operator=(Aws::Utils::Json::JsonView jsonValue);
Aws::Utils::Json::JsonValue Jsonize() const;
/**
* <p>The maximum number of game sessions that an individual can create during the
* policy period. </p>
*/
inline int GetNewGameSessionsPerCreator() const{ return m_newGameSessionsPerCreator; }
/**
* <p>The maximum number of game sessions that an individual can create during the
* policy period. </p>
*/
inline bool NewGameSessionsPerCreatorHasBeenSet() const { return m_newGameSessionsPerCreatorHasBeenSet; }
/**
* <p>The maximum number of game sessions that an individual can create during the
* policy period. </p>
*/
inline void SetNewGameSessionsPerCreator(int value) { m_newGameSessionsPerCreatorHasBeenSet = true; m_newGameSessionsPerCreator = value; }
/**
* <p>The maximum number of game sessions that an individual can create during the
* policy period. </p>
*/
inline ResourceCreationLimitPolicy& WithNewGameSessionsPerCreator(int value) { SetNewGameSessionsPerCreator(value); return *this;}
/**
* <p>The time span used in evaluating the resource creation limit policy. </p>
*/
inline int GetPolicyPeriodInMinutes() const{ return m_policyPeriodInMinutes; }
/**
* <p>The time span used in evaluating the resource creation limit policy. </p>
*/
inline bool PolicyPeriodInMinutesHasBeenSet() const { return m_policyPeriodInMinutesHasBeenSet; }
/**
* <p>The time span used in evaluating the resource creation limit policy. </p>
*/
inline void SetPolicyPeriodInMinutes(int value) { m_policyPeriodInMinutesHasBeenSet = true; m_policyPeriodInMinutes = value; }
/**
* <p>The time span used in evaluating the resource creation limit policy. </p>
*/
inline ResourceCreationLimitPolicy& WithPolicyPeriodInMinutes(int value) { SetPolicyPeriodInMinutes(value); return *this;}
private:
int m_newGameSessionsPerCreator;
bool m_newGameSessionsPerCreatorHasBeenSet;
int m_policyPeriodInMinutes;
bool m_policyPeriodInMinutesHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws