Lesson 35 - Get Compute Auth Token Working
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/**
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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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namespace Aws
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{
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namespace Utils
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{
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namespace Json
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{
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class JsonValue;
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class JsonView;
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} // namespace Json
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} // namespace Utils
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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>A policy that puts limits on the number of game sessions that a player can
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* create within a specified span of time. With this policy, you can control
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* players' ability to consume available resources.</p> <p>The policy is evaluated
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* when a player tries to create a new game session. On receiving a
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* <code>CreateGameSession</code> request, Amazon GameLift checks that the player
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* (identified by <code>CreatorId</code>) has created fewer than game session limit
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* in the specified time period.</p><p><h3>See Also:</h3> <a
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* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionCreationLimitPolicy">AWS
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* API Reference</a></p>
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*/
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class GameSessionCreationLimitPolicy
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{
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public:
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AWS_GAMELIFT_API GameSessionCreationLimitPolicy();
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AWS_GAMELIFT_API GameSessionCreationLimitPolicy(Aws::Utils::Json::JsonView jsonValue);
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AWS_GAMELIFT_API GameSessionCreationLimitPolicy& operator=(Aws::Utils::Json::JsonView jsonValue);
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AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
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///@{
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/**
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* <p>A policy that puts limits on the number of game sessions that a player can
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* create within a specified span of time. With this policy, you can control
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* players' ability to consume available resources.</p> <p>The policy evaluates
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* when a player tries to create a new game session. On receiving a
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* <code>CreateGameSession</code> request, Amazon GameLift checks that the player
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* (identified by <code>CreatorId</code>) has created fewer than game session limit
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* in the specified time period.</p>
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*/
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inline int GetNewGameSessionsPerCreator() const{ return m_newGameSessionsPerCreator; }
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inline bool NewGameSessionsPerCreatorHasBeenSet() const { return m_newGameSessionsPerCreatorHasBeenSet; }
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inline void SetNewGameSessionsPerCreator(int value) { m_newGameSessionsPerCreatorHasBeenSet = true; m_newGameSessionsPerCreator = value; }
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inline GameSessionCreationLimitPolicy& WithNewGameSessionsPerCreator(int value) { SetNewGameSessionsPerCreator(value); return *this;}
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///@}
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///@{
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/**
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* <p>The time span used in evaluating the resource creation limit policy. </p>
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*/
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inline int GetPolicyPeriodInMinutes() const{ return m_policyPeriodInMinutes; }
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inline bool PolicyPeriodInMinutesHasBeenSet() const { return m_policyPeriodInMinutesHasBeenSet; }
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inline void SetPolicyPeriodInMinutes(int value) { m_policyPeriodInMinutesHasBeenSet = true; m_policyPeriodInMinutes = value; }
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inline GameSessionCreationLimitPolicy& WithPolicyPeriodInMinutes(int value) { SetPolicyPeriodInMinutes(value); return *this;}
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///@}
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private:
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int m_newGameSessionsPerCreator;
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bool m_newGameSessionsPerCreatorHasBeenSet = false;
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int m_policyPeriodInMinutes;
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bool m_policyPeriodInMinutesHasBeenSet = false;
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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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