AWS SDK for C++  1.9.19
AWS SDK for C++
Public Member Functions | List of all members
Aws::GameLift::Model::CreateGameSessionQueueRequest Class Reference

#include <CreateGameSessionQueueRequest.h>

+ Inheritance diagram for Aws::GameLift::Model::CreateGameSessionQueueRequest:

Public Member Functions

 CreateGameSessionQueueRequest ()
 
virtual const char * GetServiceRequestName () const override
 
Aws::String SerializePayload () const override
 
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders () const override
 
const Aws::StringGetName () const
 
bool NameHasBeenSet () const
 
void SetName (const Aws::String &value)
 
void SetName (Aws::String &&value)
 
void SetName (const char *value)
 
CreateGameSessionQueueRequestWithName (const Aws::String &value)
 
CreateGameSessionQueueRequestWithName (Aws::String &&value)
 
CreateGameSessionQueueRequestWithName (const char *value)
 
int GetTimeoutInSeconds () const
 
bool TimeoutInSecondsHasBeenSet () const
 
void SetTimeoutInSeconds (int value)
 
CreateGameSessionQueueRequestWithTimeoutInSeconds (int value)
 
const Aws::Vector< PlayerLatencyPolicy > & GetPlayerLatencyPolicies () const
 
bool PlayerLatencyPoliciesHasBeenSet () const
 
void SetPlayerLatencyPolicies (const Aws::Vector< PlayerLatencyPolicy > &value)
 
void SetPlayerLatencyPolicies (Aws::Vector< PlayerLatencyPolicy > &&value)
 
CreateGameSessionQueueRequestWithPlayerLatencyPolicies (const Aws::Vector< PlayerLatencyPolicy > &value)
 
CreateGameSessionQueueRequestWithPlayerLatencyPolicies (Aws::Vector< PlayerLatencyPolicy > &&value)
 
CreateGameSessionQueueRequestAddPlayerLatencyPolicies (const PlayerLatencyPolicy &value)
 
CreateGameSessionQueueRequestAddPlayerLatencyPolicies (PlayerLatencyPolicy &&value)
 
const Aws::Vector< GameSessionQueueDestination > & GetDestinations () const
 
bool DestinationsHasBeenSet () const
 
void SetDestinations (const Aws::Vector< GameSessionQueueDestination > &value)
 
void SetDestinations (Aws::Vector< GameSessionQueueDestination > &&value)
 
CreateGameSessionQueueRequestWithDestinations (const Aws::Vector< GameSessionQueueDestination > &value)
 
CreateGameSessionQueueRequestWithDestinations (Aws::Vector< GameSessionQueueDestination > &&value)
 
CreateGameSessionQueueRequestAddDestinations (const GameSessionQueueDestination &value)
 
CreateGameSessionQueueRequestAddDestinations (GameSessionQueueDestination &&value)
 
const FilterConfigurationGetFilterConfiguration () const
 
bool FilterConfigurationHasBeenSet () const
 
void SetFilterConfiguration (const FilterConfiguration &value)
 
void SetFilterConfiguration (FilterConfiguration &&value)
 
CreateGameSessionQueueRequestWithFilterConfiguration (const FilterConfiguration &value)
 
CreateGameSessionQueueRequestWithFilterConfiguration (FilterConfiguration &&value)
 
const PriorityConfigurationGetPriorityConfiguration () const
 
bool PriorityConfigurationHasBeenSet () const
 
void SetPriorityConfiguration (const PriorityConfiguration &value)
 
void SetPriorityConfiguration (PriorityConfiguration &&value)
 
CreateGameSessionQueueRequestWithPriorityConfiguration (const PriorityConfiguration &value)
 
CreateGameSessionQueueRequestWithPriorityConfiguration (PriorityConfiguration &&value)
 
const Aws::StringGetCustomEventData () const
 
bool CustomEventDataHasBeenSet () const
 
void SetCustomEventData (const Aws::String &value)
 
void SetCustomEventData (Aws::String &&value)
 
void SetCustomEventData (const char *value)
 
CreateGameSessionQueueRequestWithCustomEventData (const Aws::String &value)
 
CreateGameSessionQueueRequestWithCustomEventData (Aws::String &&value)
 
CreateGameSessionQueueRequestWithCustomEventData (const char *value)
 
const Aws::StringGetNotificationTarget () const
 
bool NotificationTargetHasBeenSet () const
 
void SetNotificationTarget (const Aws::String &value)
 
void SetNotificationTarget (Aws::String &&value)
 
void SetNotificationTarget (const char *value)
 
CreateGameSessionQueueRequestWithNotificationTarget (const Aws::String &value)
 
CreateGameSessionQueueRequestWithNotificationTarget (Aws::String &&value)
 
CreateGameSessionQueueRequestWithNotificationTarget (const char *value)
 
const Aws::Vector< Tag > & GetTags () const
 
bool TagsHasBeenSet () const
 
void SetTags (const Aws::Vector< Tag > &value)
 
void SetTags (Aws::Vector< Tag > &&value)
 
CreateGameSessionQueueRequestWithTags (const Aws::Vector< Tag > &value)
 
CreateGameSessionQueueRequestWithTags (Aws::Vector< Tag > &&value)
 
CreateGameSessionQueueRequestAddTags (const Tag &value)
 
CreateGameSessionQueueRequestAddTags (Tag &&value)
 
- Public Member Functions inherited from Aws::GameLift::GameLiftRequest
virtual ~GameLiftRequest ()
 
void AddParametersToRequest (Aws::Http::HttpRequest &httpRequest) const
 
Aws::Http::HeaderValueCollection GetHeaders () const override
 
- Public Member Functions inherited from Aws::AmazonSerializableWebServiceRequest
 AmazonSerializableWebServiceRequest ()
 
virtual ~AmazonSerializableWebServiceRequest ()
 
std::shared_ptr< Aws::IOStreamGetBody () const override
 
- Public Member Functions inherited from Aws::AmazonWebServiceRequest
 AmazonWebServiceRequest ()
 
virtual ~AmazonWebServiceRequest ()=default
 
virtual void AddQueryStringParameters (Aws::Http::URI &uri) const
 
virtual void PutToPresignedUrl (Aws::Http::URI &uri) const
 
virtual bool IsStreaming () const
 
virtual bool IsEventStreamRequest () const
 
virtual bool SignBody () const
 
virtual bool IsChunked () const
 
virtual void SetRequestSignedHandler (const RequestSignedHandler &handler)
 
virtual const RequestSignedHandlerGetRequestSignedHandler () const
 
const Aws::IOStreamFactoryGetResponseStreamFactory () const
 
void SetResponseStreamFactory (const Aws::IOStreamFactory &factory)
 
virtual void SetDataReceivedEventHandler (const Aws::Http::DataReceivedEventHandler &dataReceivedEventHandler)
 
virtual void SetDataSentEventHandler (const Aws::Http::DataSentEventHandler &dataSentEventHandler)
 
virtual void SetContinueRequestHandler (const Aws::Http::ContinueRequestHandler &continueRequestHandler)
 
virtual void SetDataReceivedEventHandler (Aws::Http::DataReceivedEventHandler &&dataReceivedEventHandler)
 
virtual void SetDataSentEventHandler (Aws::Http::DataSentEventHandler &&dataSentEventHandler)
 
virtual void SetContinueRequestHandler (Aws::Http::ContinueRequestHandler &&continueRequestHandler)
 
virtual void SetRequestRetryHandler (const RequestRetryHandler &handler)
 
virtual void SetRequestRetryHandler (RequestRetryHandler &&handler)
 
virtual const Aws::Http::DataReceivedEventHandlerGetDataReceivedEventHandler () const
 
virtual const Aws::Http::DataSentEventHandlerGetDataSentEventHandler () const
 
virtual const Aws::Http::ContinueRequestHandlerGetContinueRequestHandler () const
 
virtual const RequestRetryHandlerGetRequestRetryHandler () const
 
virtual bool ShouldComputeContentMd5 () const
 

Additional Inherited Members

- Protected Member Functions inherited from Aws::AmazonWebServiceRequest
virtual void DumpBodyToUrl (Aws::Http::URI &uri) const
 

Detailed Description

Represents the input for a request operation.

See Also:

AWS API Reference

Definition at line 30 of file CreateGameSessionQueueRequest.h.

Constructor & Destructor Documentation

◆ CreateGameSessionQueueRequest()

Aws::GameLift::Model::CreateGameSessionQueueRequest::CreateGameSessionQueueRequest ( )

Member Function Documentation

◆ AddDestinations() [1/2]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::AddDestinations ( const GameSessionQueueDestination value)
inline

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

Definition at line 259 of file CreateGameSessionQueueRequest.h.

◆ AddDestinations() [2/2]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::AddDestinations ( GameSessionQueueDestination &&  value)
inline

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

Definition at line 267 of file CreateGameSessionQueueRequest.h.

◆ AddPlayerLatencyPolicies() [1/2]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::AddPlayerLatencyPolicies ( const PlayerLatencyPolicy value)
inline

A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.

Definition at line 192 of file CreateGameSessionQueueRequest.h.

◆ AddPlayerLatencyPolicies() [2/2]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::AddPlayerLatencyPolicies ( PlayerLatencyPolicy &&  value)
inline

A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.

Definition at line 202 of file CreateGameSessionQueueRequest.h.

◆ AddTags() [1/2]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::AddTags ( const Tag value)
inline

A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 571 of file CreateGameSessionQueueRequest.h.

◆ AddTags() [2/2]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::AddTags ( Tag &&  value)
inline

A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 584 of file CreateGameSessionQueueRequest.h.

◆ CustomEventDataHasBeenSet()

bool Aws::GameLift::Model::CreateGameSessionQueueRequest::CustomEventDataHasBeenSet ( ) const
inline

Information to be added to all events that are related to this game session queue.

Definition at line 378 of file CreateGameSessionQueueRequest.h.

◆ DestinationsHasBeenSet()

bool Aws::GameLift::Model::CreateGameSessionQueueRequest::DestinationsHasBeenSet ( ) const
inline

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

Definition at line 219 of file CreateGameSessionQueueRequest.h.

◆ FilterConfigurationHasBeenSet()

bool Aws::GameLift::Model::CreateGameSessionQueueRequest::FilterConfigurationHasBeenSet ( ) const
inline

A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of AWS Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.

Definition at line 284 of file CreateGameSessionQueueRequest.h.

◆ GetCustomEventData()

const Aws::String& Aws::GameLift::Model::CreateGameSessionQueueRequest::GetCustomEventData ( ) const
inline

Information to be added to all events that are related to this game session queue.

Definition at line 372 of file CreateGameSessionQueueRequest.h.

◆ GetDestinations()

const Aws::Vector<GameSessionQueueDestination>& Aws::GameLift::Model::CreateGameSessionQueueRequest::GetDestinations ( ) const
inline

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

Definition at line 211 of file CreateGameSessionQueueRequest.h.

◆ GetFilterConfiguration()

const FilterConfiguration& Aws::GameLift::Model::CreateGameSessionQueueRequest::GetFilterConfiguration ( ) const
inline

A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of AWS Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.

Definition at line 276 of file CreateGameSessionQueueRequest.h.

◆ GetName()

const Aws::String& Aws::GameLift::Model::CreateGameSessionQueueRequest::GetName ( ) const
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 50 of file CreateGameSessionQueueRequest.h.

◆ GetNotificationTarget()

const Aws::String& Aws::GameLift::Model::CreateGameSessionQueueRequest::GetNotificationTarget ( ) const
inline

An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

Definition at line 423 of file CreateGameSessionQueueRequest.h.

◆ GetPlayerLatencyPolicies()

const Aws::Vector<PlayerLatencyPolicy>& Aws::GameLift::Model::CreateGameSessionQueueRequest::GetPlayerLatencyPolicies ( ) const
inline

A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.

Definition at line 132 of file CreateGameSessionQueueRequest.h.

◆ GetPriorityConfiguration()

const PriorityConfiguration& Aws::GameLift::Model::CreateGameSessionQueueRequest::GetPriorityConfiguration ( ) const
inline

Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.

Definition at line 325 of file CreateGameSessionQueueRequest.h.

◆ GetRequestSpecificHeaders()

Aws::Http::HeaderValueCollection Aws::GameLift::Model::CreateGameSessionQueueRequest::GetRequestSpecificHeaders ( ) const
overridevirtual

Reimplemented from Aws::GameLift::GameLiftRequest.

◆ GetServiceRequestName()

virtual const char* Aws::GameLift::Model::CreateGameSessionQueueRequest::GetServiceRequestName ( ) const
inlineoverridevirtual

Implements Aws::AmazonWebServiceRequest.

Definition at line 39 of file CreateGameSessionQueueRequest.h.

◆ GetTags()

const Aws::Vector<Tag>& Aws::GameLift::Model::CreateGameSessionQueueRequest::GetTags ( ) const
inline

A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 493 of file CreateGameSessionQueueRequest.h.

◆ GetTimeoutInSeconds()

int Aws::GameLift::Model::CreateGameSessionQueueRequest::GetTimeoutInSeconds ( ) const
inline

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 100 of file CreateGameSessionQueueRequest.h.

◆ NameHasBeenSet()

bool Aws::GameLift::Model::CreateGameSessionQueueRequest::NameHasBeenSet ( ) const
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 56 of file CreateGameSessionQueueRequest.h.

◆ NotificationTargetHasBeenSet()

bool Aws::GameLift::Model::CreateGameSessionQueueRequest::NotificationTargetHasBeenSet ( ) const
inline

An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

Definition at line 431 of file CreateGameSessionQueueRequest.h.

◆ PlayerLatencyPoliciesHasBeenSet()

bool Aws::GameLift::Model::CreateGameSessionQueueRequest::PlayerLatencyPoliciesHasBeenSet ( ) const
inline

A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.

Definition at line 142 of file CreateGameSessionQueueRequest.h.

◆ PriorityConfigurationHasBeenSet()

bool Aws::GameLift::Model::CreateGameSessionQueueRequest::PriorityConfigurationHasBeenSet ( ) const
inline

Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.

Definition at line 333 of file CreateGameSessionQueueRequest.h.

◆ SerializePayload()

Aws::String Aws::GameLift::Model::CreateGameSessionQueueRequest::SerializePayload ( ) const
overridevirtual

Convert payload into String.

Implements Aws::AmazonSerializableWebServiceRequest.

◆ SetCustomEventData() [1/3]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetCustomEventData ( Aws::String &&  value)
inline

Information to be added to all events that are related to this game session queue.

Definition at line 390 of file CreateGameSessionQueueRequest.h.

◆ SetCustomEventData() [2/3]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetCustomEventData ( const Aws::String value)
inline

Information to be added to all events that are related to this game session queue.

Definition at line 384 of file CreateGameSessionQueueRequest.h.

◆ SetCustomEventData() [3/3]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetCustomEventData ( const char *  value)
inline

Information to be added to all events that are related to this game session queue.

Definition at line 396 of file CreateGameSessionQueueRequest.h.

◆ SetDestinations() [1/2]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetDestinations ( Aws::Vector< GameSessionQueueDestination > &&  value)
inline

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

Definition at line 235 of file CreateGameSessionQueueRequest.h.

◆ SetDestinations() [2/2]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetDestinations ( const Aws::Vector< GameSessionQueueDestination > &  value)
inline

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

Definition at line 227 of file CreateGameSessionQueueRequest.h.

◆ SetFilterConfiguration() [1/2]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetFilterConfiguration ( const FilterConfiguration value)
inline

A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of AWS Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.

Definition at line 292 of file CreateGameSessionQueueRequest.h.

◆ SetFilterConfiguration() [2/2]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetFilterConfiguration ( FilterConfiguration &&  value)
inline

A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of AWS Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.

Definition at line 300 of file CreateGameSessionQueueRequest.h.

◆ SetName() [1/3]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetName ( Aws::String &&  value)
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 68 of file CreateGameSessionQueueRequest.h.

◆ SetName() [2/3]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetName ( const Aws::String value)
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 62 of file CreateGameSessionQueueRequest.h.

◆ SetName() [3/3]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetName ( const char *  value)
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 74 of file CreateGameSessionQueueRequest.h.

◆ SetNotificationTarget() [1/3]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetNotificationTarget ( Aws::String &&  value)
inline

An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

Definition at line 447 of file CreateGameSessionQueueRequest.h.

◆ SetNotificationTarget() [2/3]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetNotificationTarget ( const Aws::String value)
inline

An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

Definition at line 439 of file CreateGameSessionQueueRequest.h.

◆ SetNotificationTarget() [3/3]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetNotificationTarget ( const char *  value)
inline

An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

Definition at line 455 of file CreateGameSessionQueueRequest.h.

◆ SetPlayerLatencyPolicies() [1/2]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetPlayerLatencyPolicies ( Aws::Vector< PlayerLatencyPolicy > &&  value)
inline

A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.

Definition at line 162 of file CreateGameSessionQueueRequest.h.

◆ SetPlayerLatencyPolicies() [2/2]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetPlayerLatencyPolicies ( const Aws::Vector< PlayerLatencyPolicy > &  value)
inline

A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.

Definition at line 152 of file CreateGameSessionQueueRequest.h.

◆ SetPriorityConfiguration() [1/2]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetPriorityConfiguration ( const PriorityConfiguration value)
inline

Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.

Definition at line 341 of file CreateGameSessionQueueRequest.h.

◆ SetPriorityConfiguration() [2/2]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetPriorityConfiguration ( PriorityConfiguration &&  value)
inline

Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.

Definition at line 349 of file CreateGameSessionQueueRequest.h.

◆ SetTags() [1/2]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetTags ( Aws::Vector< Tag > &&  value)
inline

A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 532 of file CreateGameSessionQueueRequest.h.

◆ SetTags() [2/2]

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetTags ( const Aws::Vector< Tag > &  value)
inline

A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 519 of file CreateGameSessionQueueRequest.h.

◆ SetTimeoutInSeconds()

void Aws::GameLift::Model::CreateGameSessionQueueRequest::SetTimeoutInSeconds ( int  value)
inline

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 114 of file CreateGameSessionQueueRequest.h.

◆ TagsHasBeenSet()

bool Aws::GameLift::Model::CreateGameSessionQueueRequest::TagsHasBeenSet ( ) const
inline

A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 506 of file CreateGameSessionQueueRequest.h.

◆ TimeoutInSecondsHasBeenSet()

bool Aws::GameLift::Model::CreateGameSessionQueueRequest::TimeoutInSecondsHasBeenSet ( ) const
inline

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 107 of file CreateGameSessionQueueRequest.h.

◆ WithCustomEventData() [1/3]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithCustomEventData ( Aws::String &&  value)
inline

Information to be added to all events that are related to this game session queue.

Definition at line 408 of file CreateGameSessionQueueRequest.h.

◆ WithCustomEventData() [2/3]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithCustomEventData ( const Aws::String value)
inline

Information to be added to all events that are related to this game session queue.

Definition at line 402 of file CreateGameSessionQueueRequest.h.

◆ WithCustomEventData() [3/3]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithCustomEventData ( const char *  value)
inline

Information to be added to all events that are related to this game session queue.

Definition at line 414 of file CreateGameSessionQueueRequest.h.

◆ WithDestinations() [1/2]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithDestinations ( Aws::Vector< GameSessionQueueDestination > &&  value)
inline

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

Definition at line 251 of file CreateGameSessionQueueRequest.h.

◆ WithDestinations() [2/2]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithDestinations ( const Aws::Vector< GameSessionQueueDestination > &  value)
inline

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

Definition at line 243 of file CreateGameSessionQueueRequest.h.

◆ WithFilterConfiguration() [1/2]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithFilterConfiguration ( const FilterConfiguration value)
inline

A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of AWS Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.

Definition at line 308 of file CreateGameSessionQueueRequest.h.

◆ WithFilterConfiguration() [2/2]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithFilterConfiguration ( FilterConfiguration &&  value)
inline

A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of AWS Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.

Definition at line 316 of file CreateGameSessionQueueRequest.h.

◆ WithName() [1/3]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithName ( Aws::String &&  value)
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 86 of file CreateGameSessionQueueRequest.h.

◆ WithName() [2/3]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithName ( const Aws::String value)
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 80 of file CreateGameSessionQueueRequest.h.

◆ WithName() [3/3]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithName ( const char *  value)
inline

A descriptive label that is associated with game session queue. Queue names must be unique within each Region.

Definition at line 92 of file CreateGameSessionQueueRequest.h.

◆ WithNotificationTarget() [1/3]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithNotificationTarget ( Aws::String &&  value)
inline

An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

Definition at line 471 of file CreateGameSessionQueueRequest.h.

◆ WithNotificationTarget() [2/3]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithNotificationTarget ( const Aws::String value)
inline

An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

Definition at line 463 of file CreateGameSessionQueueRequest.h.

◆ WithNotificationTarget() [3/3]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithNotificationTarget ( const char *  value)
inline

An SNS topic ARN that is set up to receive game session placement notifications. See Setting up notifications for game session placement.

Definition at line 479 of file CreateGameSessionQueueRequest.h.

◆ WithPlayerLatencyPolicies() [1/2]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithPlayerLatencyPolicies ( Aws::Vector< PlayerLatencyPolicy > &&  value)
inline

A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.

Definition at line 182 of file CreateGameSessionQueueRequest.h.

◆ WithPlayerLatencyPolicies() [2/2]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithPlayerLatencyPolicies ( const Aws::Vector< PlayerLatencyPolicy > &  value)
inline

A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.

Definition at line 172 of file CreateGameSessionQueueRequest.h.

◆ WithPriorityConfiguration() [1/2]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithPriorityConfiguration ( const PriorityConfiguration value)
inline

Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.

Definition at line 357 of file CreateGameSessionQueueRequest.h.

◆ WithPriorityConfiguration() [2/2]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithPriorityConfiguration ( PriorityConfiguration &&  value)
inline

Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.

Definition at line 365 of file CreateGameSessionQueueRequest.h.

◆ WithTags() [1/2]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithTags ( Aws::Vector< Tag > &&  value)
inline

A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 558 of file CreateGameSessionQueueRequest.h.

◆ WithTags() [2/2]

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithTags ( const Aws::Vector< Tag > &  value)
inline

A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

Definition at line 545 of file CreateGameSessionQueueRequest.h.

◆ WithTimeoutInSeconds()

CreateGameSessionQueueRequest& Aws::GameLift::Model::CreateGameSessionQueueRequest::WithTimeoutInSeconds ( int  value)
inline

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 121 of file CreateGameSessionQueueRequest.h.


The documentation for this class was generated from the following file: