AWS SDK for C++
1.8.129
AWS SDK for C++
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#include <GameSessionQueue.h>
Configuration of a queue that is used to process game session placement requests. The queue configuration identifies several game features:
The destinations where a new game session can potentially be hosted. Amazon GameLift tries these destinations in an order based on either the queue's default order or player latency information, if provided in a placement request. With latency information, Amazon GameLift can place game sessions where the majority of players are reporting the lowest possible latency.
The length of time that placement requests can wait in the queue before timing out.
A set of optional latency policies that protect individual players from high latencies, preventing game sessions from being placed where any individual player is reporting latency higher than a policy's maximum.
CreateGameSessionQueue
DescribeGameSessionQueues
UpdateGameSessionQueue
DeleteGameSessionQueue
Definition at line 48 of file GameSessionQueue.h.
Aws::GameLift::Model::GameSessionQueue::GameSessionQueue | ( | ) |
Aws::GameLift::Model::GameSessionQueue::GameSessionQueue | ( | Aws::Utils::Json::JsonView | jsonValue | ) |
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A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.
Definition at line 352 of file GameSessionQueue.h.
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A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.
Definition at line 359 of file GameSessionQueue.h.
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A collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, the policy is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.
Definition at line 290 of file GameSessionQueue.h.
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A collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, the policy is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.
Definition at line 302 of file GameSessionQueue.h.
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A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.
Definition at line 317 of file GameSessionQueue.h.
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Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift game session queue ARN, the resource ID matches the Name value.
Definition at line 122 of file GameSessionQueue.h.
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A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.
Definition at line 310 of file GameSessionQueue.h.
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Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift game session queue ARN, the resource ID matches the Name value.
Definition at line 113 of file GameSessionQueue.h.
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A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
Definition at line 61 of file GameSessionQueue.h.
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A collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, the policy is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.
Definition at line 218 of file GameSessionQueue.h.
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The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT
status.
Definition at line 184 of file GameSessionQueue.h.
Aws::Utils::Json::JsonValue Aws::GameLift::Model::GameSessionQueue::Jsonize | ( | ) | const |
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A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
Definition at line 67 of file GameSessionQueue.h.
GameSessionQueue& Aws::GameLift::Model::GameSessionQueue::operator= | ( | Aws::Utils::Json::JsonView | jsonValue | ) |
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A collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, the policy is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.
Definition at line 230 of file GameSessionQueue.h.
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A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.
Definition at line 331 of file GameSessionQueue.h.
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A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.
Definition at line 324 of file GameSessionQueue.h.
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Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift game session queue ARN, the resource ID matches the Name value.
Definition at line 140 of file GameSessionQueue.h.
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Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift game session queue ARN, the resource ID matches the Name value.
Definition at line 131 of file GameSessionQueue.h.
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Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift game session queue ARN, the resource ID matches the Name value.
Definition at line 149 of file GameSessionQueue.h.
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A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
Definition at line 79 of file GameSessionQueue.h.
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A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
Definition at line 73 of file GameSessionQueue.h.
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A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
Definition at line 85 of file GameSessionQueue.h.
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A collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, the policy is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.
Definition at line 254 of file GameSessionQueue.h.
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A collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, the policy is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.
Definition at line 242 of file GameSessionQueue.h.
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The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT
status.
Definition at line 198 of file GameSessionQueue.h.
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The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT
status.
Definition at line 191 of file GameSessionQueue.h.
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A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.
Definition at line 345 of file GameSessionQueue.h.
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A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.
Definition at line 338 of file GameSessionQueue.h.
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Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift game session queue ARN, the resource ID matches the Name value.
Definition at line 167 of file GameSessionQueue.h.
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Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift game session queue ARN, the resource ID matches the Name value.
Definition at line 158 of file GameSessionQueue.h.
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Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift game session queue ARN, the resource ID matches the Name value.
Definition at line 176 of file GameSessionQueue.h.
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A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
Definition at line 97 of file GameSessionQueue.h.
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A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
Definition at line 91 of file GameSessionQueue.h.
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A descriptive label that is associated with game session queue. Queue names must be unique within each Region.
Definition at line 103 of file GameSessionQueue.h.
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A collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, the policy is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.
Definition at line 278 of file GameSessionQueue.h.
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A collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, the policy is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.
Definition at line 266 of file GameSessionQueue.h.
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The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT
status.
Definition at line 205 of file GameSessionQueue.h.