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2026-02-28 12:32:28 -05:00

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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>Sets a latency cap for individual players when placing a game session. With a
* latency policy in force, a game session cannot be placed in a fleet location
* where a player reports latency higher than the cap. Latency policies are used
* only with placement request that provide player latency information. Player
* latency policies can be stacked to gradually relax latency requirements over
* time. </p><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 PlayerLatencyPolicy
{
public:
AWS_GAMELIFT_API PlayerLatencyPolicy();
AWS_GAMELIFT_API PlayerLatencyPolicy(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API PlayerLatencyPolicy& operator=(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API 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; }
inline bool MaximumIndividualPlayerLatencyMillisecondsHasBeenSet() const { return m_maximumIndividualPlayerLatencyMillisecondsHasBeenSet; }
inline void SetMaximumIndividualPlayerLatencyMilliseconds(int value) { m_maximumIndividualPlayerLatencyMillisecondsHasBeenSet = true; m_maximumIndividualPlayerLatencyMilliseconds = value; }
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; }
inline bool PolicyDurationSecondsHasBeenSet() const { return m_policyDurationSecondsHasBeenSet; }
inline void SetPolicyDurationSeconds(int value) { m_policyDurationSecondsHasBeenSet = true; m_policyDurationSeconds = value; }
inline PlayerLatencyPolicy& WithPolicyDurationSeconds(int value) { SetPolicyDurationSeconds(value); return *this;}
///@}
private:
int m_maximumIndividualPlayerLatencyMilliseconds;
bool m_maximumIndividualPlayerLatencyMillisecondsHasBeenSet = false;
int m_policyDurationSeconds;
bool m_policyDurationSecondsHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws