AWS SDK for C++

AWS SDK for C++ Version 1.11.606

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GameSessionQueue.h
1
6#pragma once
7#include <aws/gamelift/GameLift_EXPORTS.h>
8#include <aws/core/utils/memory/stl/AWSString.h>
9#include <aws/core/utils/memory/stl/AWSVector.h>
10#include <aws/gamelift/model/FilterConfiguration.h>
11#include <aws/gamelift/model/PriorityConfiguration.h>
12#include <aws/gamelift/model/PlayerLatencyPolicy.h>
13#include <aws/gamelift/model/GameSessionQueueDestination.h>
14#include <utility>
15
16namespace Aws
17{
18namespace Utils
19{
20namespace Json
21{
22 class JsonValue;
23 class JsonView;
24} // namespace Json
25} // namespace Utils
26namespace GameLift
27{
28namespace Model
29{
30
39 {
40 public:
41 AWS_GAMELIFT_API GameSessionQueue() = default;
42 AWS_GAMELIFT_API GameSessionQueue(Aws::Utils::Json::JsonView jsonValue);
44 AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
45
46
48
52 inline const Aws::String& GetName() const { return m_name; }
53 inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
54 template<typename NameT = Aws::String>
55 void SetName(NameT&& value) { m_nameHasBeenSet = true; m_name = std::forward<NameT>(value); }
56 template<typename NameT = Aws::String>
57 GameSessionQueue& WithName(NameT&& value) { SetName(std::forward<NameT>(value)); return *this;}
59
61
70 inline const Aws::String& GetGameSessionQueueArn() const { return m_gameSessionQueueArn; }
71 inline bool GameSessionQueueArnHasBeenSet() const { return m_gameSessionQueueArnHasBeenSet; }
72 template<typename GameSessionQueueArnT = Aws::String>
73 void SetGameSessionQueueArn(GameSessionQueueArnT&& value) { m_gameSessionQueueArnHasBeenSet = true; m_gameSessionQueueArn = std::forward<GameSessionQueueArnT>(value); }
74 template<typename GameSessionQueueArnT = Aws::String>
75 GameSessionQueue& WithGameSessionQueueArn(GameSessionQueueArnT&& value) { SetGameSessionQueueArn(std::forward<GameSessionQueueArnT>(value)); return *this;}
77
79
84 inline int GetTimeoutInSeconds() const { return m_timeoutInSeconds; }
85 inline bool TimeoutInSecondsHasBeenSet() const { return m_timeoutInSecondsHasBeenSet; }
86 inline void SetTimeoutInSeconds(int value) { m_timeoutInSecondsHasBeenSet = true; m_timeoutInSeconds = value; }
87 inline GameSessionQueue& WithTimeoutInSeconds(int value) { SetTimeoutInSeconds(value); return *this;}
89
91
98 inline const Aws::Vector<PlayerLatencyPolicy>& GetPlayerLatencyPolicies() const { return m_playerLatencyPolicies; }
99 inline bool PlayerLatencyPoliciesHasBeenSet() const { return m_playerLatencyPoliciesHasBeenSet; }
100 template<typename PlayerLatencyPoliciesT = Aws::Vector<PlayerLatencyPolicy>>
101 void SetPlayerLatencyPolicies(PlayerLatencyPoliciesT&& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies = std::forward<PlayerLatencyPoliciesT>(value); }
102 template<typename PlayerLatencyPoliciesT = Aws::Vector<PlayerLatencyPolicy>>
103 GameSessionQueue& WithPlayerLatencyPolicies(PlayerLatencyPoliciesT&& value) { SetPlayerLatencyPolicies(std::forward<PlayerLatencyPoliciesT>(value)); return *this;}
104 template<typename PlayerLatencyPoliciesT = PlayerLatencyPolicy>
105 GameSessionQueue& AddPlayerLatencyPolicies(PlayerLatencyPoliciesT&& value) { m_playerLatencyPoliciesHasBeenSet = true; m_playerLatencyPolicies.emplace_back(std::forward<PlayerLatencyPoliciesT>(value)); return *this; }
107
109
115 inline const Aws::Vector<GameSessionQueueDestination>& GetDestinations() const { return m_destinations; }
116 inline bool DestinationsHasBeenSet() const { return m_destinationsHasBeenSet; }
117 template<typename DestinationsT = Aws::Vector<GameSessionQueueDestination>>
118 void SetDestinations(DestinationsT&& value) { m_destinationsHasBeenSet = true; m_destinations = std::forward<DestinationsT>(value); }
119 template<typename DestinationsT = Aws::Vector<GameSessionQueueDestination>>
120 GameSessionQueue& WithDestinations(DestinationsT&& value) { SetDestinations(std::forward<DestinationsT>(value)); return *this;}
121 template<typename DestinationsT = GameSessionQueueDestination>
122 GameSessionQueue& AddDestinations(DestinationsT&& value) { m_destinationsHasBeenSet = true; m_destinations.emplace_back(std::forward<DestinationsT>(value)); return *this; }
124
126
132 inline const FilterConfiguration& GetFilterConfiguration() const { return m_filterConfiguration; }
133 inline bool FilterConfigurationHasBeenSet() const { return m_filterConfigurationHasBeenSet; }
134 template<typename FilterConfigurationT = FilterConfiguration>
135 void SetFilterConfiguration(FilterConfigurationT&& value) { m_filterConfigurationHasBeenSet = true; m_filterConfiguration = std::forward<FilterConfigurationT>(value); }
136 template<typename FilterConfigurationT = FilterConfiguration>
137 GameSessionQueue& WithFilterConfiguration(FilterConfigurationT&& value) { SetFilterConfiguration(std::forward<FilterConfigurationT>(value)); return *this;}
139
141
147 inline const PriorityConfiguration& GetPriorityConfiguration() const { return m_priorityConfiguration; }
148 inline bool PriorityConfigurationHasBeenSet() const { return m_priorityConfigurationHasBeenSet; }
149 template<typename PriorityConfigurationT = PriorityConfiguration>
150 void SetPriorityConfiguration(PriorityConfigurationT&& value) { m_priorityConfigurationHasBeenSet = true; m_priorityConfiguration = std::forward<PriorityConfigurationT>(value); }
151 template<typename PriorityConfigurationT = PriorityConfiguration>
152 GameSessionQueue& WithPriorityConfiguration(PriorityConfigurationT&& value) { SetPriorityConfiguration(std::forward<PriorityConfigurationT>(value)); return *this;}
154
156
160 inline const Aws::String& GetCustomEventData() const { return m_customEventData; }
161 inline bool CustomEventDataHasBeenSet() const { return m_customEventDataHasBeenSet; }
162 template<typename CustomEventDataT = Aws::String>
163 void SetCustomEventData(CustomEventDataT&& value) { m_customEventDataHasBeenSet = true; m_customEventData = std::forward<CustomEventDataT>(value); }
164 template<typename CustomEventDataT = Aws::String>
165 GameSessionQueue& WithCustomEventData(CustomEventDataT&& value) { SetCustomEventData(std::forward<CustomEventDataT>(value)); return *this;}
167
169
175 inline const Aws::String& GetNotificationTarget() const { return m_notificationTarget; }
176 inline bool NotificationTargetHasBeenSet() const { return m_notificationTargetHasBeenSet; }
177 template<typename NotificationTargetT = Aws::String>
178 void SetNotificationTarget(NotificationTargetT&& value) { m_notificationTargetHasBeenSet = true; m_notificationTarget = std::forward<NotificationTargetT>(value); }
179 template<typename NotificationTargetT = Aws::String>
180 GameSessionQueue& WithNotificationTarget(NotificationTargetT&& value) { SetNotificationTarget(std::forward<NotificationTargetT>(value)); return *this;}
182 private:
183
184 Aws::String m_name;
185 bool m_nameHasBeenSet = false;
186
187 Aws::String m_gameSessionQueueArn;
188 bool m_gameSessionQueueArnHasBeenSet = false;
189
190 int m_timeoutInSeconds{0};
191 bool m_timeoutInSecondsHasBeenSet = false;
192
193 Aws::Vector<PlayerLatencyPolicy> m_playerLatencyPolicies;
194 bool m_playerLatencyPoliciesHasBeenSet = false;
195
197 bool m_destinationsHasBeenSet = false;
198
199 FilterConfiguration m_filterConfiguration;
200 bool m_filterConfigurationHasBeenSet = false;
201
202 PriorityConfiguration m_priorityConfiguration;
203 bool m_priorityConfigurationHasBeenSet = false;
204
205 Aws::String m_customEventData;
206 bool m_customEventDataHasBeenSet = false;
207
208 Aws::String m_notificationTarget;
209 bool m_notificationTargetHasBeenSet = false;
210 };
211
212} // namespace Model
213} // namespace GameLift
214} // namespace Aws
void SetCustomEventData(CustomEventDataT &&value)
AWS_GAMELIFT_API GameSessionQueue & operator=(Aws::Utils::Json::JsonView jsonValue)
GameSessionQueue & WithGameSessionQueueArn(GameSessionQueueArnT &&value)
void SetPlayerLatencyPolicies(PlayerLatencyPoliciesT &&value)
GameSessionQueue & AddPlayerLatencyPolicies(PlayerLatencyPoliciesT &&value)
AWS_GAMELIFT_API GameSessionQueue()=default
void SetDestinations(DestinationsT &&value)
GameSessionQueue & AddDestinations(DestinationsT &&value)
GameSessionQueue & WithPlayerLatencyPolicies(PlayerLatencyPoliciesT &&value)
AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const
GameSessionQueue & WithName(NameT &&value)
const FilterConfiguration & GetFilterConfiguration() const
GameSessionQueue & WithTimeoutInSeconds(int value)
GameSessionQueue & WithFilterConfiguration(FilterConfigurationT &&value)
const Aws::String & GetNotificationTarget() const
void SetFilterConfiguration(FilterConfigurationT &&value)
const Aws::Vector< PlayerLatencyPolicy > & GetPlayerLatencyPolicies() const
const Aws::String & GetGameSessionQueueArn() const
const Aws::String & GetCustomEventData() const
GameSessionQueue & WithDestinations(DestinationsT &&value)
GameSessionQueue & WithCustomEventData(CustomEventDataT &&value)
void SetNotificationTarget(NotificationTargetT &&value)
void SetGameSessionQueueArn(GameSessionQueueArnT &&value)
const Aws::String & GetName() const
const PriorityConfiguration & GetPriorityConfiguration() const
void SetPriorityConfiguration(PriorityConfigurationT &&value)
AWS_GAMELIFT_API GameSessionQueue(Aws::Utils::Json::JsonView jsonValue)
const Aws::Vector< GameSessionQueueDestination > & GetDestinations() const
GameSessionQueue & WithNotificationTarget(NotificationTargetT &&value)
GameSessionQueue & WithPriorityConfiguration(PriorityConfigurationT &&value)
std::basic_string< char, std::char_traits< char >, Aws::Allocator< char > > String
std::vector< T, Aws::Allocator< T > > Vector
Aws::Utils::Json::JsonValue JsonValue