/*
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License").
* You may not use this file except in compliance with the License.
* A copy of the License is located at
*
* http://aws.amazon.com/apache2.0
*
* or in the "license" file accompanying this file. This file is distributed
* on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either
* express or implied. See the License for the specific language governing
* permissions and limitations under the License.
*/
/*
* Do not modify this file. This file is generated from the gamelift-2015-10-01.normal.json service model.
*/
using System;
using System.Collections.Generic;
using System.Xml.Serialization;
using System.Text;
using System.IO;
using System.Net;
using Amazon.Runtime;
using Amazon.Runtime.Internal;
namespace Amazon.GameLift.Model
{
///
/// 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.
///
public partial class PlayerLatencyPolicy
{
private int? _maximumIndividualPlayerLatencyMilliseconds;
private int? _policyDurationSeconds;
///
/// Gets and sets the property MaximumIndividualPlayerLatencyMilliseconds.
///
/// The maximum latency value that is allowed for any player, in milliseconds. All policies
/// must have a value set for this property.
///
///
[AWSProperty(Min=0)]
public int MaximumIndividualPlayerLatencyMilliseconds
{
get { return this._maximumIndividualPlayerLatencyMilliseconds.GetValueOrDefault(); }
set { this._maximumIndividualPlayerLatencyMilliseconds = value; }
}
// Check to see if MaximumIndividualPlayerLatencyMilliseconds property is set
internal bool IsSetMaximumIndividualPlayerLatencyMilliseconds()
{
return this._maximumIndividualPlayerLatencyMilliseconds.HasValue;
}
///
/// Gets and sets the property 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.
///
///
[AWSProperty(Min=0)]
public int PolicyDurationSeconds
{
get { return this._policyDurationSeconds.GetValueOrDefault(); }
set { this._policyDurationSeconds = value; }
}
// Check to see if PolicyDurationSeconds property is set
internal bool IsSetPolicyDurationSeconds()
{
return this._policyDurationSeconds.HasValue;
}
}
}