/* * 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; } } }