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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 { /// /// Container for the parameters to the UpdateGameSessionQueue operation. /// Updates the configuration of a game session queue, which determines how the queue /// processes new game session requests. To update settings, specify the queue name to /// be updated and provide the new settings. When updating destinations, provide a complete /// list of destinations. /// /// /// /// Learn more /// /// /// /// /// Using Multi-Region Queues /// /// public partial class UpdateGameSessionQueueRequest : AmazonGameLiftRequest { private string _customEventData; private List _destinations = new List(); private FilterConfiguration _filterConfiguration; private string _name; private string _notificationTarget; private List _playerLatencyPolicies = new List(); private PriorityConfiguration _priorityConfiguration; private int? _timeoutInSeconds; /// /// Gets and sets the property CustomEventData. /// /// Information to be added to all events that are related to this game session queue. /// /// [AWSProperty(Min=0, Max=256)] public string CustomEventData { get { return this._customEventData; } set { this._customEventData = value; } } // Check to see if CustomEventData property is set internal bool IsSetCustomEventData() { return this._customEventData != null; } /// /// Gets and sets the property Destinations. /// /// A list of fleets and/or fleet aliases that can be used to fulfill game session placement /// requests in the queue. Destinations are identified by either a fleet ARN or a fleet /// alias ARN, and are listed in order of placement preference. When updating this list, /// provide a complete list of destinations. /// /// public List Destinations { get { return this._destinations; } set { this._destinations = value; } } /// /// This property is set to true if the property /// is set; false otherwise. /// This property can be used to determine if the related property /// was returned by a service response or if the related property /// should be sent to the service during a service call. /// /// /// True if the related property was set or will be sent to a service; false otherwise. /// public bool IsDestinationsSet { get { return Amazon.Util.Internal.InternalSDKUtils.GetIsSet(this._destinations); } set { Amazon.Util.Internal.InternalSDKUtils.SetIsSet(value, ref this._destinations); } } // Check to see if Destinations property is set internal bool IsSetDestinations() { return this.IsDestinationsSet; } /// /// Gets and sets the property FilterConfiguration. /// /// A list of locations where a queue is allowed to place new game sessions. Locations /// are specified in the form of Amazon Web Services Region codes, such as us-west-2. /// If this parameter is not set, game sessions can be placed in any queue location. To /// remove an existing filter configuration, pass in an empty set. /// /// public FilterConfiguration FilterConfiguration { get { return this._filterConfiguration; } set { this._filterConfiguration = value; } } // Check to see if FilterConfiguration property is set internal bool IsSetFilterConfiguration() { return this._filterConfiguration != null; } /// /// Gets and sets the property Name. /// /// A descriptive label that is associated with game session queue. Queue names must be /// unique within each Region. You can use either the queue ID or ARN value. /// /// [AWSProperty(Required=true, Min=1, Max=256)] public string Name { get { return this._name; } set { this._name = value; } } // Check to see if Name property is set internal bool IsSetName() { return this._name != null; } /// /// Gets and sets the property NotificationTarget. /// /// An SNS topic ARN that is set up to receive game session placement notifications. See /// /// Setting up notifications for game session placement. /// /// [AWSProperty(Min=0, Max=300)] public string NotificationTarget { get { return this._notificationTarget; } set { this._notificationTarget = value; } } // Check to see if NotificationTarget property is set internal bool IsSetNotificationTarget() { return this._notificationTarget != null; } /// /// Gets and sets the property PlayerLatencyPolicies. /// /// A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver /// low latency for most players in a game session. These policies ensure that no individual /// player can be placed into a game with unreasonably high latency. Use multiple policies /// to gradually relax latency requirements a step at a time. Multiple policies are applied /// based on their maximum allowed latency, starting with the lowest value. When updating /// policies, provide a complete collection of policies. /// /// public List PlayerLatencyPolicies { get { return this._playerLatencyPolicies; } set { this._playerLatencyPolicies = value; } } /// /// This property is set to true if the property /// is set; false otherwise. /// This property can be used to determine if the related property /// was returned by a service response or if the related property /// should be sent to the service during a service call. /// /// /// True if the related property was set or will be sent to a service; false otherwise. /// public bool IsPlayerLatencyPoliciesSet { get { return Amazon.Util.Internal.InternalSDKUtils.GetIsSet(this._playerLatencyPolicies); } set { Amazon.Util.Internal.InternalSDKUtils.SetIsSet(value, ref this._playerLatencyPolicies); } } // Check to see if PlayerLatencyPolicies property is set internal bool IsSetPlayerLatencyPolicies() { return this.IsPlayerLatencyPoliciesSet; } /// /// Gets and sets the property PriorityConfiguration. /// /// Custom settings to use when prioritizing destinations and locations for game session /// placements. This configuration replaces the FleetIQ default prioritization process. /// Priority types that are not explicitly named will be automatically applied at the /// end of the prioritization process. To remove an existing priority configuration, pass /// in an empty set. /// /// public PriorityConfiguration PriorityConfiguration { get { return this._priorityConfiguration; } set { this._priorityConfiguration = value; } } // Check to see if PriorityConfiguration property is set internal bool IsSetPriorityConfiguration() { return this._priorityConfiguration != null; } /// /// Gets and sets the property TimeoutInSeconds. /// /// The maximum time, in seconds, that a new game session placement request remains in /// the queue. When a request exceeds this time, the game session placement changes to /// a TIMED_OUT status. By default, this property is set to 600. /// /// [AWSProperty(Min=0)] public int TimeoutInSeconds { get { return this._timeoutInSeconds.GetValueOrDefault(); } set { this._timeoutInSeconds = value; } } // Check to see if TimeoutInSeconds property is set internal bool IsSetTimeoutInSeconds() { return this._timeoutInSeconds.HasValue; } } }