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package Paws::GameLift::CreateGameSessionQueue; |
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use Moose; |
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has Destinations => (is => 'ro', isa => 'ArrayRef[Paws::GameLift::GameSessionQueueDestination]'); |
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has Name => (is => 'ro', isa => 'Str', required => 1); |
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has PlayerLatencyPolicies => (is => 'ro', isa => 'ArrayRef[Paws::GameLift::PlayerLatencyPolicy]'); |
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has TimeoutInSeconds => (is => 'ro', isa => 'Int'); |
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use MooseX::ClassAttribute; |
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class_has _api_call => (isa => 'Str', is => 'ro', default => 'CreateGameSessionQueue'); |
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class_has _returns => (isa => 'Str', is => 'ro', default => 'Paws::GameLift::CreateGameSessionQueueOutput'); |
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class_has _result_key => (isa => 'Str', is => 'ro'); |
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1; |
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### main pod documentation begin ### |
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=head1 NAME |
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Paws::GameLift::CreateGameSessionQueue - Arguments for method CreateGameSessionQueue on Paws::GameLift |
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=head1 DESCRIPTION |
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This class represents the parameters used for calling the method CreateGameSessionQueue on the |
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Amazon GameLift service. Use the attributes of this class |
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as arguments to method CreateGameSessionQueue. |
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You shouldn't make instances of this class. Each attribute should be used as a named argument in the call to CreateGameSessionQueue. |
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As an example: |
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$service_obj->CreateGameSessionQueue(Att1 => $value1, Att2 => $value2, ...); |
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Values for attributes that are native types (Int, String, Float, etc) can passed as-is (scalar values). Values for complex Types (objects) can be passed as a HashRef. The keys and values of the hashref will be used to instance the underlying object. |
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=head1 ATTRIBUTES |
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=head2 Destinations => ArrayRef[L<Paws::GameLift::GameSessionQueueDestination>] |
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List of fleets that can be used to fulfill game session placement |
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requests in the queue. Fleets are identified by either a fleet ARN or a |
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fleet alias ARN. Destinations are listed in default preference order. |
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=head2 B<REQUIRED> Name => Str |
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Descriptive label that is associated with game session queue. Queue |
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names must be unique within each region. |
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=head2 PlayerLatencyPolicies => ArrayRef[L<Paws::GameLift::PlayerLatencyPolicy>] |
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Collection of latency policies to apply when processing game sessions |
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placement requests with player latency information. Multiple policies |
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are evaluated in order of the maximum latency value, starting with the |
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lowest latency values. With just one policy, it is enforced at the |
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start of the game session placement for the duration period. With |
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multiple policies, each policy is enforced consecutively for its |
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duration period. For example, a queue might enforce a 60-second policy |
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followed by a 120-second policy, and then no policy for the remainder |
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of the placement. A player latency policy must set a value for |
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MaximumIndividualPlayerLatencyMilliseconds; if none is set, this API |
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requests will fail. |
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=head2 TimeoutInSeconds => Int |
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Maximum time, in seconds, that a new game session placement request |
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remains in the queue. When a request exceeds this time, the game |
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session placement changes to a C<TIMED_OUT> status. |
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=head1 SEE ALSO |
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This class forms part of L<Paws>, documenting arguments for method CreateGameSessionQueue in L<Paws::GameLift> |
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=head1 BUGS and CONTRIBUTIONS |
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The source code is located here: https://github.com/pplu/aws-sdk-perl |
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Please report bugs to: https://github.com/pplu/aws-sdk-perl/issues |
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=cut |
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