AWS SDK for C++

AWS SDK for C++ Version 1.11.716

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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
90 inline int GetTimeoutInSeconds() const { return m_timeoutInSeconds; }
91 inline bool TimeoutInSecondsHasBeenSet() const { return m_timeoutInSecondsHasBeenSet; }
92 inline void SetTimeoutInSeconds(int value) {
93 m_timeoutInSecondsHasBeenSet = true;
94 m_timeoutInSeconds = value;
95 }
98 return *this;
99 }
101
103
110 inline const Aws::Vector<PlayerLatencyPolicy>& GetPlayerLatencyPolicies() const { return m_playerLatencyPolicies; }
111 inline bool PlayerLatencyPoliciesHasBeenSet() const { return m_playerLatencyPoliciesHasBeenSet; }
112 template <typename PlayerLatencyPoliciesT = Aws::Vector<PlayerLatencyPolicy>>
113 void SetPlayerLatencyPolicies(PlayerLatencyPoliciesT&& value) {
114 m_playerLatencyPoliciesHasBeenSet = true;
115 m_playerLatencyPolicies = std::forward<PlayerLatencyPoliciesT>(value);
116 }
117 template <typename PlayerLatencyPoliciesT = Aws::Vector<PlayerLatencyPolicy>>
118 GameSessionQueue& WithPlayerLatencyPolicies(PlayerLatencyPoliciesT&& value) {
119 SetPlayerLatencyPolicies(std::forward<PlayerLatencyPoliciesT>(value));
120 return *this;
121 }
122 template <typename PlayerLatencyPoliciesT = PlayerLatencyPolicy>
123 GameSessionQueue& AddPlayerLatencyPolicies(PlayerLatencyPoliciesT&& value) {
124 m_playerLatencyPoliciesHasBeenSet = true;
125 m_playerLatencyPolicies.emplace_back(std::forward<PlayerLatencyPoliciesT>(value));
126 return *this;
127 }
129
131
137 inline const Aws::Vector<GameSessionQueueDestination>& GetDestinations() const { return m_destinations; }
138 inline bool DestinationsHasBeenSet() const { return m_destinationsHasBeenSet; }
139 template <typename DestinationsT = Aws::Vector<GameSessionQueueDestination>>
140 void SetDestinations(DestinationsT&& value) {
141 m_destinationsHasBeenSet = true;
142 m_destinations = std::forward<DestinationsT>(value);
143 }
144 template <typename DestinationsT = Aws::Vector<GameSessionQueueDestination>>
145 GameSessionQueue& WithDestinations(DestinationsT&& value) {
146 SetDestinations(std::forward<DestinationsT>(value));
147 return *this;
148 }
149 template <typename DestinationsT = GameSessionQueueDestination>
150 GameSessionQueue& AddDestinations(DestinationsT&& value) {
151 m_destinationsHasBeenSet = true;
152 m_destinations.emplace_back(std::forward<DestinationsT>(value));
153 return *this;
154 }
156
158
164 inline const FilterConfiguration& GetFilterConfiguration() const { return m_filterConfiguration; }
165 inline bool FilterConfigurationHasBeenSet() const { return m_filterConfigurationHasBeenSet; }
166 template <typename FilterConfigurationT = FilterConfiguration>
167 void SetFilterConfiguration(FilterConfigurationT&& value) {
168 m_filterConfigurationHasBeenSet = true;
169 m_filterConfiguration = std::forward<FilterConfigurationT>(value);
170 }
171 template <typename FilterConfigurationT = FilterConfiguration>
172 GameSessionQueue& WithFilterConfiguration(FilterConfigurationT&& value) {
173 SetFilterConfiguration(std::forward<FilterConfigurationT>(value));
174 return *this;
175 }
177
179
185 inline const PriorityConfiguration& GetPriorityConfiguration() const { return m_priorityConfiguration; }
186 inline bool PriorityConfigurationHasBeenSet() const { return m_priorityConfigurationHasBeenSet; }
187 template <typename PriorityConfigurationT = PriorityConfiguration>
188 void SetPriorityConfiguration(PriorityConfigurationT&& value) {
189 m_priorityConfigurationHasBeenSet = true;
190 m_priorityConfiguration = std::forward<PriorityConfigurationT>(value);
191 }
192 template <typename PriorityConfigurationT = PriorityConfiguration>
193 GameSessionQueue& WithPriorityConfiguration(PriorityConfigurationT&& value) {
194 SetPriorityConfiguration(std::forward<PriorityConfigurationT>(value));
195 return *this;
196 }
198
200
204 inline const Aws::String& GetCustomEventData() const { return m_customEventData; }
205 inline bool CustomEventDataHasBeenSet() const { return m_customEventDataHasBeenSet; }
206 template <typename CustomEventDataT = Aws::String>
207 void SetCustomEventData(CustomEventDataT&& value) {
208 m_customEventDataHasBeenSet = true;
209 m_customEventData = std::forward<CustomEventDataT>(value);
210 }
211 template <typename CustomEventDataT = Aws::String>
212 GameSessionQueue& WithCustomEventData(CustomEventDataT&& value) {
213 SetCustomEventData(std::forward<CustomEventDataT>(value));
214 return *this;
215 }
217
219
225 inline const Aws::String& GetNotificationTarget() const { return m_notificationTarget; }
226 inline bool NotificationTargetHasBeenSet() const { return m_notificationTargetHasBeenSet; }
227 template <typename NotificationTargetT = Aws::String>
228 void SetNotificationTarget(NotificationTargetT&& value) {
229 m_notificationTargetHasBeenSet = true;
230 m_notificationTarget = std::forward<NotificationTargetT>(value);
231 }
232 template <typename NotificationTargetT = Aws::String>
233 GameSessionQueue& WithNotificationTarget(NotificationTargetT&& value) {
234 SetNotificationTarget(std::forward<NotificationTargetT>(value));
235 return *this;
236 }
238 private:
239 Aws::String m_name;
240
241 Aws::String m_gameSessionQueueArn;
242
243 int m_timeoutInSeconds{0};
244
245 Aws::Vector<PlayerLatencyPolicy> m_playerLatencyPolicies;
246
248
249 FilterConfiguration m_filterConfiguration;
250
251 PriorityConfiguration m_priorityConfiguration;
252
253 Aws::String m_customEventData;
254
255 Aws::String m_notificationTarget;
256 bool m_nameHasBeenSet = false;
257 bool m_gameSessionQueueArnHasBeenSet = false;
258 bool m_timeoutInSecondsHasBeenSet = false;
259 bool m_playerLatencyPoliciesHasBeenSet = false;
260 bool m_destinationsHasBeenSet = false;
261 bool m_filterConfigurationHasBeenSet = false;
262 bool m_priorityConfigurationHasBeenSet = false;
263 bool m_customEventDataHasBeenSet = false;
264 bool m_notificationTargetHasBeenSet = false;
265};
266
267} // namespace Model
268} // namespace GameLift
269} // 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