AWS SDK for C++

AWS SDK for C++ Version 1.11.743

Loading...
Searching...
No Matches
GameSessionQueue.h
1
6#pragma once
7#include <aws/core/utils/memory/stl/AWSString.h>
8#include <aws/core/utils/memory/stl/AWSVector.h>
9#include <aws/gamelift/GameLift_EXPORTS.h>
10#include <aws/gamelift/model/FilterConfiguration.h>
11#include <aws/gamelift/model/GameSessionQueueDestination.h>
12#include <aws/gamelift/model/PlayerLatencyPolicy.h>
13#include <aws/gamelift/model/PriorityConfiguration.h>
14
15#include <utility>
16
17namespace Aws {
18namespace Utils {
19namespace Json {
20class JsonValue;
21class JsonView;
22} // namespace Json
23} // namespace Utils
24namespace GameLift {
25namespace Model {
26
35 public:
36 AWS_GAMELIFT_API GameSessionQueue() = default;
37 AWS_GAMELIFT_API GameSessionQueue(Aws::Utils::Json::JsonView jsonValue);
39 AWS_GAMELIFT_API Aws::Utils::Json::JsonValue Jsonize() const;
40
42
46 inline const Aws::String& GetName() const { return m_name; }
47 inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
48 template <typename NameT = Aws::String>
49 void SetName(NameT&& value) {
50 m_nameHasBeenSet = true;
51 m_name = std::forward<NameT>(value);
52 }
53 template <typename NameT = Aws::String>
54 GameSessionQueue& WithName(NameT&& value) {
55 SetName(std::forward<NameT>(value));
56 return *this;
57 }
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) {
74 m_gameSessionQueueArnHasBeenSet = true;
75 m_gameSessionQueueArn = std::forward<GameSessionQueueArnT>(value);
76 }
77 template <typename GameSessionQueueArnT = Aws::String>
78 GameSessionQueue& WithGameSessionQueueArn(GameSessionQueueArnT&& value) {
79 SetGameSessionQueueArn(std::forward<GameSessionQueueArnT>(value));
80 return *this;
81 }
83
85
91 inline int GetTimeoutInSeconds() const { return m_timeoutInSeconds; }
92 inline bool TimeoutInSecondsHasBeenSet() const { return m_timeoutInSecondsHasBeenSet; }
93 inline void SetTimeoutInSeconds(int value) {
94 m_timeoutInSecondsHasBeenSet = true;
95 m_timeoutInSeconds = value;
96 }
99 return *this;
100 }
102
104
111 inline const Aws::Vector<PlayerLatencyPolicy>& GetPlayerLatencyPolicies() const { return m_playerLatencyPolicies; }
112 inline bool PlayerLatencyPoliciesHasBeenSet() const { return m_playerLatencyPoliciesHasBeenSet; }
113 template <typename PlayerLatencyPoliciesT = Aws::Vector<PlayerLatencyPolicy>>
114 void SetPlayerLatencyPolicies(PlayerLatencyPoliciesT&& value) {
115 m_playerLatencyPoliciesHasBeenSet = true;
116 m_playerLatencyPolicies = std::forward<PlayerLatencyPoliciesT>(value);
117 }
118 template <typename PlayerLatencyPoliciesT = Aws::Vector<PlayerLatencyPolicy>>
119 GameSessionQueue& WithPlayerLatencyPolicies(PlayerLatencyPoliciesT&& value) {
120 SetPlayerLatencyPolicies(std::forward<PlayerLatencyPoliciesT>(value));
121 return *this;
122 }
123 template <typename PlayerLatencyPoliciesT = PlayerLatencyPolicy>
124 GameSessionQueue& AddPlayerLatencyPolicies(PlayerLatencyPoliciesT&& value) {
125 m_playerLatencyPoliciesHasBeenSet = true;
126 m_playerLatencyPolicies.emplace_back(std::forward<PlayerLatencyPoliciesT>(value));
127 return *this;
128 }
130
132
138 inline const Aws::Vector<GameSessionQueueDestination>& GetDestinations() const { return m_destinations; }
139 inline bool DestinationsHasBeenSet() const { return m_destinationsHasBeenSet; }
140 template <typename DestinationsT = Aws::Vector<GameSessionQueueDestination>>
141 void SetDestinations(DestinationsT&& value) {
142 m_destinationsHasBeenSet = true;
143 m_destinations = std::forward<DestinationsT>(value);
144 }
145 template <typename DestinationsT = Aws::Vector<GameSessionQueueDestination>>
146 GameSessionQueue& WithDestinations(DestinationsT&& value) {
147 SetDestinations(std::forward<DestinationsT>(value));
148 return *this;
149 }
150 template <typename DestinationsT = GameSessionQueueDestination>
151 GameSessionQueue& AddDestinations(DestinationsT&& value) {
152 m_destinationsHasBeenSet = true;
153 m_destinations.emplace_back(std::forward<DestinationsT>(value));
154 return *this;
155 }
157
159
165 inline const FilterConfiguration& GetFilterConfiguration() const { return m_filterConfiguration; }
166 inline bool FilterConfigurationHasBeenSet() const { return m_filterConfigurationHasBeenSet; }
167 template <typename FilterConfigurationT = FilterConfiguration>
168 void SetFilterConfiguration(FilterConfigurationT&& value) {
169 m_filterConfigurationHasBeenSet = true;
170 m_filterConfiguration = std::forward<FilterConfigurationT>(value);
171 }
172 template <typename FilterConfigurationT = FilterConfiguration>
173 GameSessionQueue& WithFilterConfiguration(FilterConfigurationT&& value) {
174 SetFilterConfiguration(std::forward<FilterConfigurationT>(value));
175 return *this;
176 }
178
180
186 inline const PriorityConfiguration& GetPriorityConfiguration() const { return m_priorityConfiguration; }
187 inline bool PriorityConfigurationHasBeenSet() const { return m_priorityConfigurationHasBeenSet; }
188 template <typename PriorityConfigurationT = PriorityConfiguration>
189 void SetPriorityConfiguration(PriorityConfigurationT&& value) {
190 m_priorityConfigurationHasBeenSet = true;
191 m_priorityConfiguration = std::forward<PriorityConfigurationT>(value);
192 }
193 template <typename PriorityConfigurationT = PriorityConfiguration>
194 GameSessionQueue& WithPriorityConfiguration(PriorityConfigurationT&& value) {
195 SetPriorityConfiguration(std::forward<PriorityConfigurationT>(value));
196 return *this;
197 }
199
201
205 inline const Aws::String& GetCustomEventData() const { return m_customEventData; }
206 inline bool CustomEventDataHasBeenSet() const { return m_customEventDataHasBeenSet; }
207 template <typename CustomEventDataT = Aws::String>
208 void SetCustomEventData(CustomEventDataT&& value) {
209 m_customEventDataHasBeenSet = true;
210 m_customEventData = std::forward<CustomEventDataT>(value);
211 }
212 template <typename CustomEventDataT = Aws::String>
213 GameSessionQueue& WithCustomEventData(CustomEventDataT&& value) {
214 SetCustomEventData(std::forward<CustomEventDataT>(value));
215 return *this;
216 }
218
220
226 inline const Aws::String& GetNotificationTarget() const { return m_notificationTarget; }
227 inline bool NotificationTargetHasBeenSet() const { return m_notificationTargetHasBeenSet; }
228 template <typename NotificationTargetT = Aws::String>
229 void SetNotificationTarget(NotificationTargetT&& value) {
230 m_notificationTargetHasBeenSet = true;
231 m_notificationTarget = std::forward<NotificationTargetT>(value);
232 }
233 template <typename NotificationTargetT = Aws::String>
234 GameSessionQueue& WithNotificationTarget(NotificationTargetT&& value) {
235 SetNotificationTarget(std::forward<NotificationTargetT>(value));
236 return *this;
237 }
239 private:
240 Aws::String m_name;
241
242 Aws::String m_gameSessionQueueArn;
243
244 int m_timeoutInSeconds{0};
245
246 Aws::Vector<PlayerLatencyPolicy> m_playerLatencyPolicies;
247
249
250 FilterConfiguration m_filterConfiguration;
251
252 PriorityConfiguration m_priorityConfiguration;
253
254 Aws::String m_customEventData;
255
256 Aws::String m_notificationTarget;
257 bool m_nameHasBeenSet = false;
258 bool m_gameSessionQueueArnHasBeenSet = false;
259 bool m_timeoutInSecondsHasBeenSet = false;
260 bool m_playerLatencyPoliciesHasBeenSet = false;
261 bool m_destinationsHasBeenSet = false;
262 bool m_filterConfigurationHasBeenSet = false;
263 bool m_priorityConfigurationHasBeenSet = false;
264 bool m_customEventDataHasBeenSet = false;
265 bool m_notificationTargetHasBeenSet = false;
266};
267
268} // namespace Model
269} // namespace GameLift
270} // 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