/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Regional latency information for a player, used when requesting a new game
* session. This value indicates the amount of time lag that exists when the player
* is connected to a fleet in the specified Region. The relative difference between
* a player's latency values for multiple Regions are used to determine which
* fleets are best suited to place a new game session for the player.
* See Also:
AWS
* API Reference
A unique identifier for a player associated with the latency data.
*/ inline const Aws::String& GetPlayerId() const{ return m_playerId; } /** *A unique identifier for a player associated with the latency data.
*/ inline bool PlayerIdHasBeenSet() const { return m_playerIdHasBeenSet; } /** *A unique identifier for a player associated with the latency data.
*/ inline void SetPlayerId(const Aws::String& value) { m_playerIdHasBeenSet = true; m_playerId = value; } /** *A unique identifier for a player associated with the latency data.
*/ inline void SetPlayerId(Aws::String&& value) { m_playerIdHasBeenSet = true; m_playerId = std::move(value); } /** *A unique identifier for a player associated with the latency data.
*/ inline void SetPlayerId(const char* value) { m_playerIdHasBeenSet = true; m_playerId.assign(value); } /** *A unique identifier for a player associated with the latency data.
*/ inline PlayerLatency& WithPlayerId(const Aws::String& value) { SetPlayerId(value); return *this;} /** *A unique identifier for a player associated with the latency data.
*/ inline PlayerLatency& WithPlayerId(Aws::String&& value) { SetPlayerId(std::move(value)); return *this;} /** *A unique identifier for a player associated with the latency data.
*/ inline PlayerLatency& WithPlayerId(const char* value) { SetPlayerId(value); return *this;} /** *Name of the Region that is associated with the latency value.
*/ inline const Aws::String& GetRegionIdentifier() const{ return m_regionIdentifier; } /** *Name of the Region that is associated with the latency value.
*/ inline bool RegionIdentifierHasBeenSet() const { return m_regionIdentifierHasBeenSet; } /** *Name of the Region that is associated with the latency value.
*/ inline void SetRegionIdentifier(const Aws::String& value) { m_regionIdentifierHasBeenSet = true; m_regionIdentifier = value; } /** *Name of the Region that is associated with the latency value.
*/ inline void SetRegionIdentifier(Aws::String&& value) { m_regionIdentifierHasBeenSet = true; m_regionIdentifier = std::move(value); } /** *Name of the Region that is associated with the latency value.
*/ inline void SetRegionIdentifier(const char* value) { m_regionIdentifierHasBeenSet = true; m_regionIdentifier.assign(value); } /** *Name of the Region that is associated with the latency value.
*/ inline PlayerLatency& WithRegionIdentifier(const Aws::String& value) { SetRegionIdentifier(value); return *this;} /** *Name of the Region that is associated with the latency value.
*/ inline PlayerLatency& WithRegionIdentifier(Aws::String&& value) { SetRegionIdentifier(std::move(value)); return *this;} /** *Name of the Region that is associated with the latency value.
*/ inline PlayerLatency& WithRegionIdentifier(const char* value) { SetRegionIdentifier(value); return *this;} /** *Amount of time that represents the time lag experienced by the player when * connected to the specified Region.
*/ inline double GetLatencyInMilliseconds() const{ return m_latencyInMilliseconds; } /** *Amount of time that represents the time lag experienced by the player when * connected to the specified Region.
*/ inline bool LatencyInMillisecondsHasBeenSet() const { return m_latencyInMillisecondsHasBeenSet; } /** *Amount of time that represents the time lag experienced by the player when * connected to the specified Region.
*/ inline void SetLatencyInMilliseconds(double value) { m_latencyInMillisecondsHasBeenSet = true; m_latencyInMilliseconds = value; } /** *Amount of time that represents the time lag experienced by the player when * connected to the specified Region.
*/ inline PlayerLatency& WithLatencyInMilliseconds(double value) { SetLatencyInMilliseconds(value); return *this;} private: Aws::String m_playerId; bool m_playerIdHasBeenSet = false; Aws::String m_regionIdentifier; bool m_regionIdentifierHasBeenSet = false; double m_latencyInMilliseconds; bool m_latencyInMillisecondsHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws