/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include Sets a latency cap for individual players when placing a game session. With a
* latency policy in force, a game session cannot be placed in a fleet location
* where a player reports latency higher than the cap. Latency policies are used
* only with placement request that provide player latency information. Player
* latency policies can be stacked to gradually relax latency requirements over
* time. See Also:
AWS
* API Reference
The maximum latency value that is allowed for any player, in milliseconds. * All policies must have a value set for this property.
*/ inline int GetMaximumIndividualPlayerLatencyMilliseconds() const{ return m_maximumIndividualPlayerLatencyMilliseconds; } /** *The maximum latency value that is allowed for any player, in milliseconds. * All policies must have a value set for this property.
*/ inline bool MaximumIndividualPlayerLatencyMillisecondsHasBeenSet() const { return m_maximumIndividualPlayerLatencyMillisecondsHasBeenSet; } /** *The maximum latency value that is allowed for any player, in milliseconds. * All policies must have a value set for this property.
*/ inline void SetMaximumIndividualPlayerLatencyMilliseconds(int value) { m_maximumIndividualPlayerLatencyMillisecondsHasBeenSet = true; m_maximumIndividualPlayerLatencyMilliseconds = value; } /** *The maximum latency value that is allowed for any player, in milliseconds. * All policies must have a value set for this property.
*/ inline PlayerLatencyPolicy& WithMaximumIndividualPlayerLatencyMilliseconds(int value) { SetMaximumIndividualPlayerLatencyMilliseconds(value); return *this;} /** *The length of time, in seconds, that the policy is enforced while placing a * new game session. A null value for this property means that the policy is * enforced until the queue times out.
*/ inline int GetPolicyDurationSeconds() const{ return m_policyDurationSeconds; } /** *The length of time, in seconds, that the policy is enforced while placing a * new game session. A null value for this property means that the policy is * enforced until the queue times out.
*/ inline bool PolicyDurationSecondsHasBeenSet() const { return m_policyDurationSecondsHasBeenSet; } /** *The length of time, in seconds, that the policy is enforced while placing a * new game session. A null value for this property means that the policy is * enforced until the queue times out.
*/ inline void SetPolicyDurationSeconds(int value) { m_policyDurationSecondsHasBeenSet = true; m_policyDurationSeconds = value; } /** *The length of time, in seconds, that the policy is enforced while placing a * new game session. A null value for this property means that the policy is * enforced until the queue times out.
*/ inline PlayerLatencyPolicy& WithPolicyDurationSeconds(int value) { SetPolicyDurationSeconds(value); return *this;} private: int m_maximumIndividualPlayerLatencyMilliseconds; bool m_maximumIndividualPlayerLatencyMillisecondsHasBeenSet = false; int m_policyDurationSeconds; bool m_policyDurationSecondsHasBeenSet = false; }; } // namespace Model } // namespace GameLift } // namespace Aws