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DedicatedServerCourse/Plugins/GameLiftPlugin/Source/AWSSDK/Include/aws/gamelift/model/GameSessionQueueDestination.h
2026-02-28 12:32:28 -05:00

66 lines
2.4 KiB
C++

/**
* 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 <utility>
namespace Aws
{
namespace Utils
{
namespace Json
{
class JsonValue;
class JsonView;
} // namespace Json
} // namespace Utils
namespace GameLift
{
namespace Model
{
/**
* <p>A fleet or alias designated in a game session queue. Queues fulfill requests
* for new game sessions by placing a new game session on any of the queue's
* destinations. </p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionQueueDestination">AWS
* API Reference</a></p>
*/
class GameSessionQueueDestination
{
public:
AWS_GAMELIFT_API GameSessionQueueDestination();
AWS_GAMELIFT_API GameSessionQueueDestination(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API GameSessionQueueDestination& operator=(Aws::Utils::Json::JsonView jsonValue);
AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
///@{
/**
* <p>The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias.
* ARNs, which include a fleet ID or alias ID and a Region name, provide a unique
* identifier across all Regions.</p>
*/
inline const Aws::String& GetDestinationArn() const{ return m_destinationArn; }
inline bool DestinationArnHasBeenSet() const { return m_destinationArnHasBeenSet; }
inline void SetDestinationArn(const Aws::String& value) { m_destinationArnHasBeenSet = true; m_destinationArn = value; }
inline void SetDestinationArn(Aws::String&& value) { m_destinationArnHasBeenSet = true; m_destinationArn = std::move(value); }
inline void SetDestinationArn(const char* value) { m_destinationArnHasBeenSet = true; m_destinationArn.assign(value); }
inline GameSessionQueueDestination& WithDestinationArn(const Aws::String& value) { SetDestinationArn(value); return *this;}
inline GameSessionQueueDestination& WithDestinationArn(Aws::String&& value) { SetDestinationArn(std::move(value)); return *this;}
inline GameSessionQueueDestination& WithDestinationArn(const char* value) { SetDestinationArn(value); return *this;}
///@}
private:
Aws::String m_destinationArn;
bool m_destinationArnHasBeenSet = false;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws