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commonMain.aws.sdk.kotlin.services.gamelift.model.UpdateGameSessionQueueRequest.kt Maven / Gradle / Ivy

// Code generated by smithy-kotlin-codegen. DO NOT EDIT!

package aws.sdk.kotlin.services.gamelift.model



public class UpdateGameSessionQueueRequest private constructor(builder: Builder) {
    /**
     * Information to be added to all events that are related to this game session queue.
     */
    public val customEventData: kotlin.String? = builder.customEventData
    /**
     * 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 val destinations: List? = builder.destinations
    /**
     * 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 val filterConfiguration: aws.sdk.kotlin.services.gamelift.model.FilterConfiguration? = builder.filterConfiguration
    /**
     * 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.
     */
    public val name: kotlin.String? = builder.name
    /**
     * An SNS topic ARN that is set up to receive game session placement notifications. See [ Setting up notifications for game session placement](https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html).
     */
    public val notificationTarget: kotlin.String? = builder.notificationTarget
    /**
     * 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 val playerLatencyPolicies: List? = builder.playerLatencyPolicies
    /**
     * 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 val priorityConfiguration: aws.sdk.kotlin.services.gamelift.model.PriorityConfiguration? = builder.priorityConfiguration
    /**
     * 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`.
     */
    public val timeoutInSeconds: kotlin.Int? = builder.timeoutInSeconds

    public companion object {
        public operator fun invoke(block: Builder.() -> kotlin.Unit): aws.sdk.kotlin.services.gamelift.model.UpdateGameSessionQueueRequest = Builder().apply(block).build()
    }

    override fun toString(): kotlin.String = buildString {
        append("UpdateGameSessionQueueRequest(")
        append("customEventData=$customEventData,")
        append("destinations=$destinations,")
        append("filterConfiguration=$filterConfiguration,")
        append("name=$name,")
        append("notificationTarget=$notificationTarget,")
        append("playerLatencyPolicies=$playerLatencyPolicies,")
        append("priorityConfiguration=$priorityConfiguration,")
        append("timeoutInSeconds=$timeoutInSeconds")
        append(")")
    }

    override fun hashCode(): kotlin.Int {
        var result = customEventData?.hashCode() ?: 0
        result = 31 * result + (destinations?.hashCode() ?: 0)
        result = 31 * result + (filterConfiguration?.hashCode() ?: 0)
        result = 31 * result + (name?.hashCode() ?: 0)
        result = 31 * result + (notificationTarget?.hashCode() ?: 0)
        result = 31 * result + (playerLatencyPolicies?.hashCode() ?: 0)
        result = 31 * result + (priorityConfiguration?.hashCode() ?: 0)
        result = 31 * result + (timeoutInSeconds ?: 0)
        return result
    }

    override fun equals(other: kotlin.Any?): kotlin.Boolean {
        if (this === other) return true
        if (other == null || this::class != other::class) return false

        other as UpdateGameSessionQueueRequest

        if (customEventData != other.customEventData) return false
        if (destinations != other.destinations) return false
        if (filterConfiguration != other.filterConfiguration) return false
        if (name != other.name) return false
        if (notificationTarget != other.notificationTarget) return false
        if (playerLatencyPolicies != other.playerLatencyPolicies) return false
        if (priorityConfiguration != other.priorityConfiguration) return false
        if (timeoutInSeconds != other.timeoutInSeconds) return false

        return true
    }

    public inline fun copy(block: Builder.() -> kotlin.Unit = {}): aws.sdk.kotlin.services.gamelift.model.UpdateGameSessionQueueRequest = Builder(this).apply(block).build()

    public class Builder {
        /**
         * Information to be added to all events that are related to this game session queue.
         */
        public var customEventData: kotlin.String? = null
        /**
         * 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 var destinations: List? = null
        /**
         * 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 var filterConfiguration: aws.sdk.kotlin.services.gamelift.model.FilterConfiguration? = null
        /**
         * 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.
         */
        public var name: kotlin.String? = null
        /**
         * An SNS topic ARN that is set up to receive game session placement notifications. See [ Setting up notifications for game session placement](https://docs.aws.amazon.com/gamelift/latest/developerguide/queue-notification.html).
         */
        public var notificationTarget: kotlin.String? = null
        /**
         * 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 var playerLatencyPolicies: List? = null
        /**
         * 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 var priorityConfiguration: aws.sdk.kotlin.services.gamelift.model.PriorityConfiguration? = null
        /**
         * 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`.
         */
        public var timeoutInSeconds: kotlin.Int? = null

        @PublishedApi
        internal constructor()
        @PublishedApi
        internal constructor(x: aws.sdk.kotlin.services.gamelift.model.UpdateGameSessionQueueRequest) : this() {
            this.customEventData = x.customEventData
            this.destinations = x.destinations
            this.filterConfiguration = x.filterConfiguration
            this.name = x.name
            this.notificationTarget = x.notificationTarget
            this.playerLatencyPolicies = x.playerLatencyPolicies
            this.priorityConfiguration = x.priorityConfiguration
            this.timeoutInSeconds = x.timeoutInSeconds
        }

        @PublishedApi
        internal fun build(): aws.sdk.kotlin.services.gamelift.model.UpdateGameSessionQueueRequest = UpdateGameSessionQueueRequest(this)

        /**
         * construct an [aws.sdk.kotlin.services.gamelift.model.FilterConfiguration] inside the given [block]
         */
        public fun filterConfiguration(block: aws.sdk.kotlin.services.gamelift.model.FilterConfiguration.Builder.() -> kotlin.Unit) {
            this.filterConfiguration = aws.sdk.kotlin.services.gamelift.model.FilterConfiguration.invoke(block)
        }

        /**
         * construct an [aws.sdk.kotlin.services.gamelift.model.PriorityConfiguration] inside the given [block]
         */
        public fun priorityConfiguration(block: aws.sdk.kotlin.services.gamelift.model.PriorityConfiguration.Builder.() -> kotlin.Unit) {
            this.priorityConfiguration = aws.sdk.kotlin.services.gamelift.model.PriorityConfiguration.invoke(block)
        }

        internal fun correctErrors(): Builder {
            return this
        }
    }
}




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