| // Code generated by private/model/cli/gen-api/main.go. DO NOT EDIT. |
| |
| package gamelift |
| |
| import ( |
| "fmt" |
| "time" |
| |
| "github.com/aws/aws-sdk-go/aws" |
| "github.com/aws/aws-sdk-go/aws/awsutil" |
| "github.com/aws/aws-sdk-go/aws/request" |
| "github.com/aws/aws-sdk-go/private/protocol" |
| "github.com/aws/aws-sdk-go/private/protocol/jsonrpc" |
| ) |
| |
| const opAcceptMatch = "AcceptMatch" |
| |
| // AcceptMatchRequest generates a "aws/request.Request" representing the |
| // client's request for the AcceptMatch operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See AcceptMatch for more information on using the AcceptMatch |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the AcceptMatchRequest method. |
| // req, resp := client.AcceptMatchRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch |
| func (c *GameLift) AcceptMatchRequest(input *AcceptMatchInput) (req *request.Request, output *AcceptMatchOutput) { |
| op := &request.Operation{ |
| Name: opAcceptMatch, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &AcceptMatchInput{} |
| } |
| |
| output = &AcceptMatchOutput{} |
| req = c.newRequest(op, input, output) |
| req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) |
| return |
| } |
| |
| // AcceptMatch API operation for Amazon GameLift. |
| // |
| // Registers a player's acceptance or rejection of a proposed FlexMatch match. |
| // A matchmaking configuration may require player acceptance; if so, then matches |
| // built with that configuration cannot be completed unless all players accept |
| // the proposed match within a specified time limit. |
| // |
| // When FlexMatch builds a match, all the matchmaking tickets involved in the |
| // proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger |
| // for your game to get acceptance from all players in the ticket. Acceptances |
| // are only valid for tickets when they are in this status; all other acceptances |
| // result in an error. |
| // |
| // To register acceptance, specify the ticket ID, a response, and one or more |
| // players. Once all players have registered acceptance, the matchmaking tickets |
| // advance to status PLACING, where a new game session is created for the match. |
| // |
| // If any player rejects the match, or if acceptances are not received before |
| // a specified timeout, the proposed match is dropped. The matchmaking tickets |
| // are then handled in one of two ways: For tickets where one or more players |
| // rejected the match or failed to respond, the ticket status is set to CANCELLED, |
| // and processing is terminated. For tickets where players have accepted or |
| // not yet responded, the ticket status is returned to SEARCHING to find a new |
| // match. A new matchmaking request for these players can be submitted as needed. |
| // |
| // Learn more |
| // |
| // Add FlexMatch to a game client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) |
| // |
| // FlexMatch events (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html) |
| // (reference) |
| // |
| // Related actions |
| // |
| // StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | |
| // StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation AcceptMatch for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch |
| func (c *GameLift) AcceptMatch(input *AcceptMatchInput) (*AcceptMatchOutput, error) { |
| req, out := c.AcceptMatchRequest(input) |
| return out, req.Send() |
| } |
| |
| // AcceptMatchWithContext is the same as AcceptMatch with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See AcceptMatch for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) AcceptMatchWithContext(ctx aws.Context, input *AcceptMatchInput, opts ...request.Option) (*AcceptMatchOutput, error) { |
| req, out := c.AcceptMatchRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opClaimGameServer = "ClaimGameServer" |
| |
| // ClaimGameServerRequest generates a "aws/request.Request" representing the |
| // client's request for the ClaimGameServer operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See ClaimGameServer for more information on using the ClaimGameServer |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the ClaimGameServerRequest method. |
| // req, resp := client.ClaimGameServerRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ClaimGameServer |
| func (c *GameLift) ClaimGameServerRequest(input *ClaimGameServerInput) (req *request.Request, output *ClaimGameServerOutput) { |
| op := &request.Operation{ |
| Name: opClaimGameServer, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &ClaimGameServerInput{} |
| } |
| |
| output = &ClaimGameServerOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // ClaimGameServer API operation for Amazon GameLift. |
| // |
| // This operation is used with the GameLift FleetIQ solution and game server |
| // groups. |
| // |
| // Locates an available game server and temporarily reserves it to host gameplay |
| // and players. This operation is called from a game client or client service |
| // (such as a matchmaker) to request hosting resources for a new game session. |
| // In response, GameLift FleetIQ locates an available game server, places it |
| // in CLAIMED status for 60 seconds, and returns connection information that |
| // players can use to connect to the game server. |
| // |
| // To claim a game server, identify a game server group. You can also specify |
| // a game server ID, although this approach bypasses GameLift FleetIQ placement |
| // optimization. Optionally, include game data to pass to the game server at |
| // the start of a game session, such as a game map or player information. |
| // |
| // When a game server is successfully claimed, connection information is returned. |
| // A claimed game server's utilization status remains AVAILABLE while the claim |
| // status is set to CLAIMED for up to 60 seconds. This time period gives the |
| // game server time to update its status to UTILIZED (using UpdateGameServer) |
| // once players join. If the game server's status is not updated within 60 seconds, |
| // the game server reverts to unclaimed status and is available to be claimed |
| // by another request. The claim time period is a fixed value and is not configurable. |
| // |
| // If you try to claim a specific game server, this request will fail in the |
| // following cases: |
| // |
| // * If the game server utilization status is UTILIZED. |
| // |
| // * If the game server claim status is CLAIMED. |
| // |
| // When claiming a specific game server, this request will succeed even if the |
| // game server is running on an instance in DRAINING status. To avoid this, |
| // first check the instance status by calling DescribeGameServerInstances. |
| // |
| // Learn more |
| // |
| // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) |
| // |
| // Related actions |
| // |
| // RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer |
| // | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation ClaimGameServer for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * ConflictException |
| // The requested operation would cause a conflict with the current state of |
| // a service resource associated with the request. Resolve the conflict before |
| // retrying this request. |
| // |
| // * OutOfCapacityException |
| // The specified game server group has no available game servers to fulfill |
| // a ClaimGameServer request. Clients can retry such requests immediately or |
| // after a waiting period. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ClaimGameServer |
| func (c *GameLift) ClaimGameServer(input *ClaimGameServerInput) (*ClaimGameServerOutput, error) { |
| req, out := c.ClaimGameServerRequest(input) |
| return out, req.Send() |
| } |
| |
| // ClaimGameServerWithContext is the same as ClaimGameServer with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See ClaimGameServer for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) ClaimGameServerWithContext(ctx aws.Context, input *ClaimGameServerInput, opts ...request.Option) (*ClaimGameServerOutput, error) { |
| req, out := c.ClaimGameServerRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opCreateAlias = "CreateAlias" |
| |
| // CreateAliasRequest generates a "aws/request.Request" representing the |
| // client's request for the CreateAlias operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See CreateAlias for more information on using the CreateAlias |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the CreateAliasRequest method. |
| // req, resp := client.CreateAliasRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias |
| func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput) { |
| op := &request.Operation{ |
| Name: opCreateAlias, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &CreateAliasInput{} |
| } |
| |
| output = &CreateAliasOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // CreateAlias API operation for Amazon GameLift. |
| // |
| // Creates an alias for a fleet. In most situations, you can use an alias ID |
| // in place of a fleet ID. An alias provides a level of abstraction for a fleet |
| // that is useful when redirecting player traffic from one fleet to another, |
| // such as when updating your game build. |
| // |
| // Amazon GameLift supports two types of routing strategies for aliases: simple |
| // and terminal. A simple alias points to an active fleet. A terminal alias |
| // is used to display messaging or link to a URL instead of routing players |
| // to an active fleet. For example, you might use a terminal alias when a game |
| // version is no longer supported and you want to direct players to an upgrade |
| // site. |
| // |
| // To create a fleet alias, specify an alias name, routing strategy, and optional |
| // description. Each simple alias can point to only one fleet, but a fleet can |
| // have multiple aliases. If successful, a new alias record is returned, including |
| // an alias ID and an ARN. You can reassign an alias to another fleet by calling |
| // UpdateAlias. |
| // |
| // Related actions |
| // |
| // CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation CreateAlias for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * ConflictException |
| // The requested operation would cause a conflict with the current state of |
| // a service resource associated with the request. Resolve the conflict before |
| // retrying this request. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * LimitExceededException |
| // The requested operation would cause the resource to exceed the allowed service |
| // limit. Resolve the issue before retrying. |
| // |
| // * TaggingFailedException |
| // The requested tagging operation did not succeed. This may be due to invalid |
| // tag format or the maximum tag limit may have been exceeded. Resolve the issue |
| // before retrying. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias |
| func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error) { |
| req, out := c.CreateAliasRequest(input) |
| return out, req.Send() |
| } |
| |
| // CreateAliasWithContext is the same as CreateAlias with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See CreateAlias for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) CreateAliasWithContext(ctx aws.Context, input *CreateAliasInput, opts ...request.Option) (*CreateAliasOutput, error) { |
| req, out := c.CreateAliasRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opCreateBuild = "CreateBuild" |
| |
| // CreateBuildRequest generates a "aws/request.Request" representing the |
| // client's request for the CreateBuild operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See CreateBuild for more information on using the CreateBuild |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the CreateBuildRequest method. |
| // req, resp := client.CreateBuildRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild |
| func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput) { |
| op := &request.Operation{ |
| Name: opCreateBuild, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &CreateBuildInput{} |
| } |
| |
| output = &CreateBuildOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // CreateBuild API operation for Amazon GameLift. |
| // |
| // Creates a new Amazon GameLift build resource for your game server binary |
| // files. Game server binaries must be combined into a zip file for use with |
| // Amazon GameLift. |
| // |
| // When setting up a new game build for GameLift, we recommend using the Amazon |
| // Web Services CLI command upload-build (https://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html) |
| // . This helper command combines two tasks: (1) it uploads your build files |
| // from a file directory to a GameLift Amazon S3 location, and (2) it creates |
| // a new build resource. |
| // |
| // The CreateBuild operation can used in the following scenarios: |
| // |
| // * To create a new game build with build files that are in an Amazon S3 |
| // location under an Amazon Web Services account that you control. To use |
| // this option, you must first give Amazon GameLift access to the Amazon |
| // S3 bucket. With permissions in place, call CreateBuild and specify a build |
| // name, operating system, and the Amazon S3 storage location of your game |
| // build. |
| // |
| // * To directly upload your build files to a GameLift Amazon S3 location. |
| // To use this option, first call CreateBuild and specify a build name and |
| // operating system. This operation creates a new build resource and also |
| // returns an Amazon S3 location with temporary access credentials. Use the |
| // credentials to manually upload your build files to the specified Amazon |
| // S3 location. For more information, see Uploading Objects (https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html) |
| // in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift |
| // Amazon S3 location once only; that can't be updated. |
| // |
| // If successful, this operation creates a new build resource with a unique |
| // build ID and places it in INITIALIZED status. A build must be in READY status |
| // before you can create fleets with it. |
| // |
| // Learn more |
| // |
| // Uploading Your Game (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) |
| // |
| // Create a Build with Files in Amazon S3 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build) |
| // |
| // Related actions |
| // |
| // CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All |
| // APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation CreateBuild for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * ConflictException |
| // The requested operation would cause a conflict with the current state of |
| // a service resource associated with the request. Resolve the conflict before |
| // retrying this request. |
| // |
| // * TaggingFailedException |
| // The requested tagging operation did not succeed. This may be due to invalid |
| // tag format or the maximum tag limit may have been exceeded. Resolve the issue |
| // before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild |
| func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error) { |
| req, out := c.CreateBuildRequest(input) |
| return out, req.Send() |
| } |
| |
| // CreateBuildWithContext is the same as CreateBuild with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See CreateBuild for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) CreateBuildWithContext(ctx aws.Context, input *CreateBuildInput, opts ...request.Option) (*CreateBuildOutput, error) { |
| req, out := c.CreateBuildRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opCreateFleet = "CreateFleet" |
| |
| // CreateFleetRequest generates a "aws/request.Request" representing the |
| // client's request for the CreateFleet operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See CreateFleet for more information on using the CreateFleet |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the CreateFleetRequest method. |
| // req, resp := client.CreateFleetRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet |
| func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput) { |
| op := &request.Operation{ |
| Name: opCreateFleet, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &CreateFleetInput{} |
| } |
| |
| output = &CreateFleetOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // CreateFleet API operation for Amazon GameLift. |
| // |
| // Creates a fleet of Amazon Elastic Compute Cloud (Amazon Elastic Compute Cloud) |
| // instances to host your custom game server or Realtime Servers. Use this operation |
| // to configure the computing resources for your fleet and provide instructions |
| // for running game servers on each instance. |
| // |
| // Most GameLift fleets can deploy instances to multiple locations, including |
| // the home Region (where the fleet is created) and an optional set of remote |
| // locations. Fleets that are created in the following Amazon Web Services Regions |
| // support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), |
| // eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 |
| // (Tokyo), and ap-northeast-2 (Seoul). Fleets that are created in other GameLift |
| // Regions can deploy instances in the fleet's home Region only. All fleet instances |
| // use the same configuration regardless of location; however, you can adjust |
| // capacity settings and turn auto-scaling on/off for each location. |
| // |
| // To create a fleet, choose the hardware for your instances, specify a game |
| // server build or Realtime script to deploy, and provide a runtime configuration |
| // to direct GameLift how to start and run game servers on each instance in |
| // the fleet. Set permissions for inbound traffic to your game servers, and |
| // enable optional features as needed. When creating a multi-location fleet, |
| // provide a list of additional remote locations. |
| // |
| // If you need to debug your fleet, fetch logs, view performance metrics or |
| // other actions on the fleet, create the development fleet with port 22/3389 |
| // open. As a best practice, we recommend opening ports for remote access only |
| // when you need them and closing them when you're finished. |
| // |
| // If successful, this operation creates a new Fleet resource and places it |
| // in NEW status, which prompts GameLift to initiate the fleet creation workflow |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creation-workflow.html). |
| // You can track fleet creation by checking fleet status using DescribeFleetAttributes |
| // and DescribeFleetLocationAttributes/, or by monitoring fleet creation events |
| // using DescribeFleetEvents. As soon as the fleet status changes to ACTIVE, |
| // you can enable automatic scaling for the fleet with PutScalingPolicy and |
| // set capacity for the home Region with UpdateFleetCapacity. When the status |
| // of each remote location reaches ACTIVE, you can set capacity by location |
| // using UpdateFleetCapacity. |
| // |
| // Learn more |
| // |
| // Setting up fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // Debug fleet creation issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation) |
| // |
| // Multi-location fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // Related actions |
| // |
| // CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits |
| // | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes |
| // | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation CreateFleet for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * ConflictException |
| // The requested operation would cause a conflict with the current state of |
| // a service resource associated with the request. Resolve the conflict before |
| // retrying this request. |
| // |
| // * LimitExceededException |
| // The requested operation would cause the resource to exceed the allowed service |
| // limit. Resolve the issue before retrying. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * TaggingFailedException |
| // The requested tagging operation did not succeed. This may be due to invalid |
| // tag format or the maximum tag limit may have been exceeded. Resolve the issue |
| // before retrying. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet |
| func (c *GameLift) CreateFleet(input *CreateFleetInput) (*CreateFleetOutput, error) { |
| req, out := c.CreateFleetRequest(input) |
| return out, req.Send() |
| } |
| |
| // CreateFleetWithContext is the same as CreateFleet with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See CreateFleet for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) CreateFleetWithContext(ctx aws.Context, input *CreateFleetInput, opts ...request.Option) (*CreateFleetOutput, error) { |
| req, out := c.CreateFleetRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opCreateFleetLocations = "CreateFleetLocations" |
| |
| // CreateFleetLocationsRequest generates a "aws/request.Request" representing the |
| // client's request for the CreateFleetLocations operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See CreateFleetLocations for more information on using the CreateFleetLocations |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the CreateFleetLocationsRequest method. |
| // req, resp := client.CreateFleetLocationsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetLocations |
| func (c *GameLift) CreateFleetLocationsRequest(input *CreateFleetLocationsInput) (req *request.Request, output *CreateFleetLocationsOutput) { |
| op := &request.Operation{ |
| Name: opCreateFleetLocations, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &CreateFleetLocationsInput{} |
| } |
| |
| output = &CreateFleetLocationsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // CreateFleetLocations API operation for Amazon GameLift. |
| // |
| // Adds remote locations to a fleet and begins populating the new locations |
| // with EC2 instances. The new instances conform to the fleet's instance type, |
| // auto-scaling, and other configuration settings. |
| // |
| // This operation cannot be used with fleets that don't support remote locations. |
| // Fleets can have multiple locations only if they reside in Amazon Web Services |
| // Regions that support this feature (see CreateFleet for the complete list) |
| // and were created after the feature was released in March 2021. |
| // |
| // To add fleet locations, specify the fleet to be updated and provide a list |
| // of one or more locations. |
| // |
| // If successful, this operation returns the list of added locations with their |
| // status set to NEW. GameLift initiates the process of starting an instance |
| // in each added location. You can track the status of each new location by |
| // monitoring location creation events using DescribeFleetEvents. Alternatively, |
| // you can poll location status by calling DescribeFleetLocationAttributes. |
| // After a location status becomes ACTIVE, you can adjust the location's capacity |
| // as needed with UpdateFleetCapacity. |
| // |
| // Learn more |
| // |
| // Setting up fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // Multi-location fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // Related actions |
| // |
| // CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity |
| // | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity |
| // | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation CreateFleetLocations for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InvalidFleetStatusException |
| // The requested operation would cause a conflict with the current state of |
| // a resource associated with the request and/or the fleet. Resolve the conflict |
| // before retrying. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetLocations |
| func (c *GameLift) CreateFleetLocations(input *CreateFleetLocationsInput) (*CreateFleetLocationsOutput, error) { |
| req, out := c.CreateFleetLocationsRequest(input) |
| return out, req.Send() |
| } |
| |
| // CreateFleetLocationsWithContext is the same as CreateFleetLocations with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See CreateFleetLocations for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) CreateFleetLocationsWithContext(ctx aws.Context, input *CreateFleetLocationsInput, opts ...request.Option) (*CreateFleetLocationsOutput, error) { |
| req, out := c.CreateFleetLocationsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opCreateGameServerGroup = "CreateGameServerGroup" |
| |
| // CreateGameServerGroupRequest generates a "aws/request.Request" representing the |
| // client's request for the CreateGameServerGroup operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See CreateGameServerGroup for more information on using the CreateGameServerGroup |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the CreateGameServerGroupRequest method. |
| // req, resp := client.CreateGameServerGroupRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameServerGroup |
| func (c *GameLift) CreateGameServerGroupRequest(input *CreateGameServerGroupInput) (req *request.Request, output *CreateGameServerGroupOutput) { |
| op := &request.Operation{ |
| Name: opCreateGameServerGroup, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &CreateGameServerGroupInput{} |
| } |
| |
| output = &CreateGameServerGroupOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // CreateGameServerGroup API operation for Amazon GameLift. |
| // |
| // This operation is used with the GameLift FleetIQ solution and game server |
| // groups. |
| // |
| // Creates a GameLift FleetIQ game server group for managing game hosting on |
| // a collection of Amazon Elastic Compute Cloud instances for game hosting. |
| // This operation creates the game server group, creates an Auto Scaling group |
| // in your Amazon Web Services account, and establishes a link between the two |
| // groups. You can view the status of your game server groups in the GameLift |
| // console. Game server group metrics and events are emitted to Amazon CloudWatch. |
| // |
| // Before creating a new game server group, you must have the following: |
| // |
| // * An Amazon Elastic Compute Cloud launch template that specifies how to |
| // launch Amazon Elastic Compute Cloud instances with your game server build. |
| // For more information, see Launching an Instance from a Launch Template |
| // (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/ec2-launch-templates.html) |
| // in the Amazon Elastic Compute Cloud User Guide. |
| // |
| // * An IAM role that extends limited access to your Amazon Web Services |
| // account to allow GameLift FleetIQ to create and interact with the Auto |
| // Scaling group. For more information, see Create IAM roles for cross-service |
| // interaction (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-iam-permissions-roles.html) |
| // in the GameLift FleetIQ Developer Guide. |
| // |
| // To create a new game server group, specify a unique group name, IAM role |
| // and Amazon Elastic Compute Cloud launch template, and provide a list of instance |
| // types that can be used in the group. You must also set initial maximum and |
| // minimum limits on the group's instance count. You can optionally set an Auto |
| // Scaling policy with target tracking based on a GameLift FleetIQ metric. |
| // |
| // Once the game server group and corresponding Auto Scaling group are created, |
| // you have full access to change the Auto Scaling group's configuration as |
| // needed. Several properties that are set when creating a game server group, |
| // including maximum/minimum size and auto-scaling policy settings, must be |
| // updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling |
| // group properties are periodically updated by GameLift FleetIQ as part of |
| // its balancing activities to optimize for availability and cost. |
| // |
| // Learn more |
| // |
| // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) |
| // |
| // Related actions |
| // |
| // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | |
| // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup |
| // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation CreateGameServerGroup for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * ConflictException |
| // The requested operation would cause a conflict with the current state of |
| // a service resource associated with the request. Resolve the conflict before |
| // retrying this request. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * LimitExceededException |
| // The requested operation would cause the resource to exceed the allowed service |
| // limit. Resolve the issue before retrying. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameServerGroup |
| func (c *GameLift) CreateGameServerGroup(input *CreateGameServerGroupInput) (*CreateGameServerGroupOutput, error) { |
| req, out := c.CreateGameServerGroupRequest(input) |
| return out, req.Send() |
| } |
| |
| // CreateGameServerGroupWithContext is the same as CreateGameServerGroup with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See CreateGameServerGroup for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) CreateGameServerGroupWithContext(ctx aws.Context, input *CreateGameServerGroupInput, opts ...request.Option) (*CreateGameServerGroupOutput, error) { |
| req, out := c.CreateGameServerGroupRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opCreateGameSession = "CreateGameSession" |
| |
| // CreateGameSessionRequest generates a "aws/request.Request" representing the |
| // client's request for the CreateGameSession operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See CreateGameSession for more information on using the CreateGameSession |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the CreateGameSessionRequest method. |
| // req, resp := client.CreateGameSessionRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession |
| func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req *request.Request, output *CreateGameSessionOutput) { |
| op := &request.Operation{ |
| Name: opCreateGameSession, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &CreateGameSessionInput{} |
| } |
| |
| output = &CreateGameSessionOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // CreateGameSession API operation for Amazon GameLift. |
| // |
| // Creates a multiplayer game session for players in a specific fleet location. |
| // This operation prompts an available server process to start a game session |
| // and retrieves connection information for the new game session. As an alternative, |
| // consider using the GameLift game session placement feature with |
| // |
| // with StartGameSessionPlacement, which uses FleetIQ algorithms and queues |
| // to optimize the placement process. |
| // |
| // When creating a game session, you specify exactly where you want to place |
| // it and provide a set of game session configuration settings. The fleet must |
| // be in ACTIVE status before a game session can be created in it. |
| // |
| // This operation can be used in the following ways: |
| // |
| // * To create a game session on an instance in a fleet's home Region, provide |
| // a fleet or alias ID along with your game session configuration. |
| // |
| // * To create a game session on an instance in a fleet's remote location, |
| // provide a fleet or alias ID and a location name, along with your game |
| // session configuration. |
| // |
| // If successful, a workflow is initiated to start a new game session. A GameSession |
| // object is returned containing the game session configuration and status. |
| // When the status is ACTIVE, game session connection information is provided |
| // and player sessions can be created for the game session. By default, newly |
| // created game sessions are open to new players. You can restrict new player |
| // access by using UpdateGameSession to change the game session's player session |
| // creation policy. |
| // |
| // Game session logs are retained for all active game sessions for 14 days. |
| // To access the logs, call GetGameSessionLogUrl to download the log files. |
| // |
| // Available in Amazon GameLift Local. |
| // |
| // Learn more |
| // |
| // Start a game session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession) |
| // |
| // Related actions |
| // |
| // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions |
| // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | |
| // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation CreateGameSession for usage and error information. |
| // |
| // Returned Error Types: |
| // * ConflictException |
| // The requested operation would cause a conflict with the current state of |
| // a service resource associated with the request. Resolve the conflict before |
| // retrying this request. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidFleetStatusException |
| // The requested operation would cause a conflict with the current state of |
| // a resource associated with the request and/or the fleet. Resolve the conflict |
| // before retrying. |
| // |
| // * TerminalRoutingStrategyException |
| // The service is unable to resolve the routing for a particular alias because |
| // it has a terminal RoutingStrategy associated with it. The message returned |
| // in this exception is the message defined in the routing strategy itself. |
| // Such requests should only be retried if the routing strategy for the specified |
| // alias is modified. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * FleetCapacityExceededException |
| // The specified fleet has no available instances to fulfill a CreateGameSession |
| // request. Clients can retry such requests immediately or after a waiting period. |
| // |
| // * LimitExceededException |
| // The requested operation would cause the resource to exceed the allowed service |
| // limit. Resolve the issue before retrying. |
| // |
| // * IdempotentParameterMismatchException |
| // A game session with this custom ID string already exists in this fleet. Resolve |
| // this conflict before retrying this request. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSession |
| func (c *GameLift) CreateGameSession(input *CreateGameSessionInput) (*CreateGameSessionOutput, error) { |
| req, out := c.CreateGameSessionRequest(input) |
| return out, req.Send() |
| } |
| |
| // CreateGameSessionWithContext is the same as CreateGameSession with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See CreateGameSession for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) CreateGameSessionWithContext(ctx aws.Context, input *CreateGameSessionInput, opts ...request.Option) (*CreateGameSessionOutput, error) { |
| req, out := c.CreateGameSessionRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opCreateGameSessionQueue = "CreateGameSessionQueue" |
| |
| // CreateGameSessionQueueRequest generates a "aws/request.Request" representing the |
| // client's request for the CreateGameSessionQueue operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See CreateGameSessionQueue for more information on using the CreateGameSessionQueue |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the CreateGameSessionQueueRequest method. |
| // req, resp := client.CreateGameSessionQueueRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue |
| func (c *GameLift) CreateGameSessionQueueRequest(input *CreateGameSessionQueueInput) (req *request.Request, output *CreateGameSessionQueueOutput) { |
| op := &request.Operation{ |
| Name: opCreateGameSessionQueue, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &CreateGameSessionQueueInput{} |
| } |
| |
| output = &CreateGameSessionQueueOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // CreateGameSessionQueue API operation for Amazon GameLift. |
| // |
| // Creates a placement queue that processes requests for new game sessions. |
| // A queue uses FleetIQ algorithms to determine the best placement locations |
| // and find an available game server there, then prompts the game server process |
| // to start a new game session. |
| // |
| // A game session queue is configured with a set of destinations (GameLift fleets |
| // or aliases), which determine the locations where the queue can place new |
| // game sessions. These destinations can span multiple fleet types (Spot and |
| // On-Demand), instance types, and Amazon Web Services Regions. If the queue |
| // includes multi-location fleets, the queue is able to place game sessions |
| // in all of a fleet's remote locations. You can opt to filter out individual |
| // locations if needed. |
| // |
| // The queue configuration also determines how FleetIQ selects the best available |
| // placement for a new game session. Before searching for an available game |
| // server, FleetIQ first prioritizes the queue's destinations and locations, |
| // with the best placement locations on top. You can set up the queue to use |
| // the FleetIQ default prioritization or provide an alternate set of priorities. |
| // |
| // To create a new queue, provide a name, timeout value, and a list of destinations. |
| // Optionally, specify a sort configuration and/or a filter, and define a set |
| // of latency cap policies. You can also include the ARN for an Amazon Simple |
| // Notification Service (SNS) topic to receive notifications of game session |
| // placement activity. Notifications using SNS or CloudWatch events is the preferred |
| // way to track placement activity. |
| // |
| // If successful, a new GameSessionQueue object is returned with an assigned |
| // queue ARN. New game session requests, which are submitted to queue with StartGameSessionPlacement |
| // (https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html) |
| // or StartMatchmaking (https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchmaking.html), |
| // reference a queue's name or ARN. |
| // |
| // Learn more |
| // |
| // Design a game session queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html) |
| // |
| // Create a game session queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html) |
| // |
| // Related actions |
| // |
| // CreateGameSessionQueue (https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateGameSessionQueue.html) |
| // | DescribeGameSessionQueues (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionQueues.html) |
| // | UpdateGameSessionQueue (https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSessionQueue.html) |
| // | DeleteGameSessionQueue (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DeleteGameSessionQueue.html) |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation CreateGameSessionQueue for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * LimitExceededException |
| // The requested operation would cause the resource to exceed the allowed service |
| // limit. Resolve the issue before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * TaggingFailedException |
| // The requested tagging operation did not succeed. This may be due to invalid |
| // tag format or the maximum tag limit may have been exceeded. Resolve the issue |
| // before retrying. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueue |
| func (c *GameLift) CreateGameSessionQueue(input *CreateGameSessionQueueInput) (*CreateGameSessionQueueOutput, error) { |
| req, out := c.CreateGameSessionQueueRequest(input) |
| return out, req.Send() |
| } |
| |
| // CreateGameSessionQueueWithContext is the same as CreateGameSessionQueue with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See CreateGameSessionQueue for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) CreateGameSessionQueueWithContext(ctx aws.Context, input *CreateGameSessionQueueInput, opts ...request.Option) (*CreateGameSessionQueueOutput, error) { |
| req, out := c.CreateGameSessionQueueRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opCreateMatchmakingConfiguration = "CreateMatchmakingConfiguration" |
| |
| // CreateMatchmakingConfigurationRequest generates a "aws/request.Request" representing the |
| // client's request for the CreateMatchmakingConfiguration operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See CreateMatchmakingConfiguration for more information on using the CreateMatchmakingConfiguration |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the CreateMatchmakingConfigurationRequest method. |
| // req, resp := client.CreateMatchmakingConfigurationRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration |
| func (c *GameLift) CreateMatchmakingConfigurationRequest(input *CreateMatchmakingConfigurationInput) (req *request.Request, output *CreateMatchmakingConfigurationOutput) { |
| op := &request.Operation{ |
| Name: opCreateMatchmakingConfiguration, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &CreateMatchmakingConfigurationInput{} |
| } |
| |
| output = &CreateMatchmakingConfigurationOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // CreateMatchmakingConfiguration API operation for Amazon GameLift. |
| // |
| // Defines a new matchmaking configuration for use with FlexMatch. Whether your |
| // are using FlexMatch with GameLift hosting or as a standalone matchmaking |
| // service, the matchmaking configuration sets out rules for matching players |
| // and forming teams. If you're also using GameLift hosting, it defines how |
| // to start game sessions for each match. Your matchmaking system can use multiple |
| // configurations to handle different game scenarios. All matchmaking requests |
| // (StartMatchmaking or StartMatchBackfill) identify the matchmaking configuration |
| // to use and provide player attributes consistent with that configuration. |
| // |
| // To create a matchmaking configuration, you must provide the following: configuration |
| // name and FlexMatch mode (with or without GameLift hosting); a rule set that |
| // specifies how to evaluate players and find acceptable matches; whether player |
| // acceptance is required; and the maximum time allowed for a matchmaking attempt. |
| // When using FlexMatch with GameLift hosting, you also need to identify the |
| // game session queue to use when starting a game session for the match. |
| // |
| // In addition, you must set up an Amazon Simple Notification Service topic |
| // to receive matchmaking notifications. Provide the topic ARN in the matchmaking |
| // configuration. An alternative method, continuously polling ticket status |
| // with DescribeMatchmaking, is only suitable for games in development with |
| // low matchmaking usage. |
| // |
| // Learn more |
| // |
| // Design a FlexMatch matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html) |
| // |
| // Set up FlexMatch event notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) |
| // |
| // Related actions |
| // |
| // CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration |
| // | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets |
| // | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation CreateMatchmakingConfiguration for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * LimitExceededException |
| // The requested operation would cause the resource to exceed the allowed service |
| // limit. Resolve the issue before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // * TaggingFailedException |
| // The requested tagging operation did not succeed. This may be due to invalid |
| // tag format or the maximum tag limit may have been exceeded. Resolve the issue |
| // before retrying. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration |
| func (c *GameLift) CreateMatchmakingConfiguration(input *CreateMatchmakingConfigurationInput) (*CreateMatchmakingConfigurationOutput, error) { |
| req, out := c.CreateMatchmakingConfigurationRequest(input) |
| return out, req.Send() |
| } |
| |
| // CreateMatchmakingConfigurationWithContext is the same as CreateMatchmakingConfiguration with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See CreateMatchmakingConfiguration for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) CreateMatchmakingConfigurationWithContext(ctx aws.Context, input *CreateMatchmakingConfigurationInput, opts ...request.Option) (*CreateMatchmakingConfigurationOutput, error) { |
| req, out := c.CreateMatchmakingConfigurationRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opCreateMatchmakingRuleSet = "CreateMatchmakingRuleSet" |
| |
| // CreateMatchmakingRuleSetRequest generates a "aws/request.Request" representing the |
| // client's request for the CreateMatchmakingRuleSet operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See CreateMatchmakingRuleSet for more information on using the CreateMatchmakingRuleSet |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the CreateMatchmakingRuleSetRequest method. |
| // req, resp := client.CreateMatchmakingRuleSetRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet |
| func (c *GameLift) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleSetInput) (req *request.Request, output *CreateMatchmakingRuleSetOutput) { |
| op := &request.Operation{ |
| Name: opCreateMatchmakingRuleSet, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &CreateMatchmakingRuleSetInput{} |
| } |
| |
| output = &CreateMatchmakingRuleSetOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // CreateMatchmakingRuleSet API operation for Amazon GameLift. |
| // |
| // Creates a new rule set for FlexMatch matchmaking. A rule set describes the |
| // type of match to create, such as the number and size of teams. It also sets |
| // the parameters for acceptable player matches, such as minimum skill level |
| // or character type. A rule set is used by a MatchmakingConfiguration. |
| // |
| // To create a matchmaking rule set, provide unique rule set name and the rule |
| // set body in JSON format. Rule sets must be defined in the same Region as |
| // the matchmaking configuration they are used with. |
| // |
| // Since matchmaking rule sets cannot be edited, it is a good idea to check |
| // the rule set syntax using ValidateMatchmakingRuleSet before creating a new |
| // rule set. |
| // |
| // Learn more |
| // |
| // * Build a rule set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html) |
| // |
| // * Design a matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html) |
| // |
| // * Matchmaking with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-intro.html) |
| // |
| // Related actions |
| // |
| // CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration |
| // | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets |
| // | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation CreateMatchmakingRuleSet for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // * TaggingFailedException |
| // The requested tagging operation did not succeed. This may be due to invalid |
| // tag format or the maximum tag limit may have been exceeded. Resolve the issue |
| // before retrying. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet |
| func (c *GameLift) CreateMatchmakingRuleSet(input *CreateMatchmakingRuleSetInput) (*CreateMatchmakingRuleSetOutput, error) { |
| req, out := c.CreateMatchmakingRuleSetRequest(input) |
| return out, req.Send() |
| } |
| |
| // CreateMatchmakingRuleSetWithContext is the same as CreateMatchmakingRuleSet with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See CreateMatchmakingRuleSet for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) CreateMatchmakingRuleSetWithContext(ctx aws.Context, input *CreateMatchmakingRuleSetInput, opts ...request.Option) (*CreateMatchmakingRuleSetOutput, error) { |
| req, out := c.CreateMatchmakingRuleSetRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opCreatePlayerSession = "CreatePlayerSession" |
| |
| // CreatePlayerSessionRequest generates a "aws/request.Request" representing the |
| // client's request for the CreatePlayerSession operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See CreatePlayerSession for more information on using the CreatePlayerSession |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the CreatePlayerSessionRequest method. |
| // req, resp := client.CreatePlayerSessionRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession |
| func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) (req *request.Request, output *CreatePlayerSessionOutput) { |
| op := &request.Operation{ |
| Name: opCreatePlayerSession, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &CreatePlayerSessionInput{} |
| } |
| |
| output = &CreatePlayerSessionOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // CreatePlayerSession API operation for Amazon GameLift. |
| // |
| // Reserves an open player slot in a game session for a player. New player sessions |
| // can be created in any game session with an open slot that is in ACTIVE status |
| // and has a player creation policy of ACCEPT_ALL. You can add a group of players |
| // to a game session with CreatePlayerSessions. |
| // |
| // To create a player session, specify a game session ID, player ID, and optionally |
| // a set of player data. |
| // |
| // If successful, a slot is reserved in the game session for the player and |
| // a new PlayerSession object is returned with a player session ID. The player |
| // references the player session ID when sending a connection request to the |
| // game session, and the game server can use it to validate the player reservation |
| // with the GameLift service. Player sessions cannot be updated. |
| // |
| // The maximum number of players per game session is 200. It is not adjustable. |
| // |
| // Available in Amazon GameLift Local. |
| // |
| // Related actions |
| // |
| // CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement |
| // | DescribeGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation CreatePlayerSession for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidGameSessionStatusException |
| // The requested operation would cause a conflict with the current state of |
| // a resource associated with the request and/or the game instance. Resolve |
| // the conflict before retrying. |
| // |
| // * GameSessionFullException |
| // The game instance is currently full and cannot allow the requested player(s) |
| // to join. Clients can retry such requests immediately or after a waiting period. |
| // |
| // * TerminalRoutingStrategyException |
| // The service is unable to resolve the routing for a particular alias because |
| // it has a terminal RoutingStrategy associated with it. The message returned |
| // in this exception is the message defined in the routing strategy itself. |
| // Such requests should only be retried if the routing strategy for the specified |
| // alias is modified. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSession |
| func (c *GameLift) CreatePlayerSession(input *CreatePlayerSessionInput) (*CreatePlayerSessionOutput, error) { |
| req, out := c.CreatePlayerSessionRequest(input) |
| return out, req.Send() |
| } |
| |
| // CreatePlayerSessionWithContext is the same as CreatePlayerSession with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See CreatePlayerSession for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) CreatePlayerSessionWithContext(ctx aws.Context, input *CreatePlayerSessionInput, opts ...request.Option) (*CreatePlayerSessionOutput, error) { |
| req, out := c.CreatePlayerSessionRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opCreatePlayerSessions = "CreatePlayerSessions" |
| |
| // CreatePlayerSessionsRequest generates a "aws/request.Request" representing the |
| // client's request for the CreatePlayerSessions operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See CreatePlayerSessions for more information on using the CreatePlayerSessions |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the CreatePlayerSessionsRequest method. |
| // req, resp := client.CreatePlayerSessionsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions |
| func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) (req *request.Request, output *CreatePlayerSessionsOutput) { |
| op := &request.Operation{ |
| Name: opCreatePlayerSessions, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &CreatePlayerSessionsInput{} |
| } |
| |
| output = &CreatePlayerSessionsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // CreatePlayerSessions API operation for Amazon GameLift. |
| // |
| // Reserves open slots in a game session for a group of players. New player |
| // sessions can be created in any game session with an open slot that is in |
| // ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single |
| // player to a game session, use CreatePlayerSession. |
| // |
| // To create player sessions, specify a game session ID and a list of player |
| // IDs. Optionally, provide a set of player data for each player ID. |
| // |
| // If successful, a slot is reserved in the game session for each player, and |
| // new PlayerSession objects are returned with player session IDs. Each player |
| // references their player session ID when sending a connection request to the |
| // game session, and the game server can use it to validate the player reservation |
| // with the GameLift service. Player sessions cannot be updated. |
| // |
| // The maximum number of players per game session is 200. It is not adjustable. |
| // |
| // Available in Amazon GameLift Local. |
| // |
| // Related actions |
| // |
| // CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement |
| // | DescribeGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation CreatePlayerSessions for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidGameSessionStatusException |
| // The requested operation would cause a conflict with the current state of |
| // a resource associated with the request and/or the game instance. Resolve |
| // the conflict before retrying. |
| // |
| // * GameSessionFullException |
| // The game instance is currently full and cannot allow the requested player(s) |
| // to join. Clients can retry such requests immediately or after a waiting period. |
| // |
| // * TerminalRoutingStrategyException |
| // The service is unable to resolve the routing for a particular alias because |
| // it has a terminal RoutingStrategy associated with it. The message returned |
| // in this exception is the message defined in the routing strategy itself. |
| // Such requests should only be retried if the routing strategy for the specified |
| // alias is modified. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessions |
| func (c *GameLift) CreatePlayerSessions(input *CreatePlayerSessionsInput) (*CreatePlayerSessionsOutput, error) { |
| req, out := c.CreatePlayerSessionsRequest(input) |
| return out, req.Send() |
| } |
| |
| // CreatePlayerSessionsWithContext is the same as CreatePlayerSessions with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See CreatePlayerSessions for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) CreatePlayerSessionsWithContext(ctx aws.Context, input *CreatePlayerSessionsInput, opts ...request.Option) (*CreatePlayerSessionsOutput, error) { |
| req, out := c.CreatePlayerSessionsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opCreateScript = "CreateScript" |
| |
| // CreateScriptRequest generates a "aws/request.Request" representing the |
| // client's request for the CreateScript operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See CreateScript for more information on using the CreateScript |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the CreateScriptRequest method. |
| // req, resp := client.CreateScriptRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript |
| func (c *GameLift) CreateScriptRequest(input *CreateScriptInput) (req *request.Request, output *CreateScriptOutput) { |
| op := &request.Operation{ |
| Name: opCreateScript, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &CreateScriptInput{} |
| } |
| |
| output = &CreateScriptOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // CreateScript API operation for Amazon GameLift. |
| // |
| // Creates a new script record for your Realtime Servers script. Realtime scripts |
| // are JavaScript that provide configuration settings and optional custom game |
| // logic for your game. The script is deployed when you create a Realtime Servers |
| // fleet to host your game sessions. Script logic is executed during an active |
| // game session. |
| // |
| // To create a new script record, specify a script name and provide the script |
| // file(s). The script files and all dependencies must be zipped into a single |
| // file. You can pull the zip file from either of these locations: |
| // |
| // * A locally available directory. Use the ZipFile parameter for this option. |
| // |
| // * An Amazon Simple Storage Service (Amazon S3) bucket under your Amazon |
| // Web Services account. Use the StorageLocation parameter for this option. |
| // You'll need to have an Identity Access Management (IAM) role that allows |
| // the Amazon GameLift service to access your S3 bucket. |
| // |
| // If the call is successful, a new script record is created with a unique script |
| // ID. If the script file is provided as a local file, the file is uploaded |
| // to an Amazon GameLift-owned S3 bucket and the script record's storage location |
| // reflects this location. If the script file is provided as an S3 bucket, Amazon |
| // GameLift accesses the file at this storage location as needed for deployment. |
| // |
| // Learn more |
| // |
| // Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) |
| // |
| // Set Up a Role for Amazon GameLift Access (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html) |
| // |
| // Related actions |
| // |
| // CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation CreateScript for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * ConflictException |
| // The requested operation would cause a conflict with the current state of |
| // a service resource associated with the request. Resolve the conflict before |
| // retrying this request. |
| // |
| // * TaggingFailedException |
| // The requested tagging operation did not succeed. This may be due to invalid |
| // tag format or the maximum tag limit may have been exceeded. Resolve the issue |
| // before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateScript |
| func (c *GameLift) CreateScript(input *CreateScriptInput) (*CreateScriptOutput, error) { |
| req, out := c.CreateScriptRequest(input) |
| return out, req.Send() |
| } |
| |
| // CreateScriptWithContext is the same as CreateScript with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See CreateScript for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) CreateScriptWithContext(ctx aws.Context, input *CreateScriptInput, opts ...request.Option) (*CreateScriptOutput, error) { |
| req, out := c.CreateScriptRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opCreateVpcPeeringAuthorization = "CreateVpcPeeringAuthorization" |
| |
| // CreateVpcPeeringAuthorizationRequest generates a "aws/request.Request" representing the |
| // client's request for the CreateVpcPeeringAuthorization operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See CreateVpcPeeringAuthorization for more information on using the CreateVpcPeeringAuthorization |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the CreateVpcPeeringAuthorizationRequest method. |
| // req, resp := client.CreateVpcPeeringAuthorizationRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization |
| func (c *GameLift) CreateVpcPeeringAuthorizationRequest(input *CreateVpcPeeringAuthorizationInput) (req *request.Request, output *CreateVpcPeeringAuthorizationOutput) { |
| op := &request.Operation{ |
| Name: opCreateVpcPeeringAuthorization, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &CreateVpcPeeringAuthorizationInput{} |
| } |
| |
| output = &CreateVpcPeeringAuthorizationOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // CreateVpcPeeringAuthorization API operation for Amazon GameLift. |
| // |
| // Requests authorization to create or delete a peer connection between the |
| // VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your |
| // Amazon Web Services account. VPC peering enables the game servers on your |
| // fleet to communicate directly with other Amazon Web Services resources. Once |
| // you've received authorization, call CreateVpcPeeringConnection to establish |
| // the peering connection. For more information, see VPC Peering with Amazon |
| // GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). |
| // |
| // You can peer with VPCs that are owned by any Amazon Web Services account |
| // you have access to, including the account that you use to manage your Amazon |
| // GameLift fleets. You cannot peer with VPCs that are in different Regions. |
| // |
| // To request authorization to create a connection, call this operation from |
| // the Amazon Web Services account with the VPC that you want to peer to your |
| // Amazon GameLift fleet. For example, to enable your game servers to retrieve |
| // data from a DynamoDB table, use the account that manages that DynamoDB resource. |
| // Identify the following values: (1) The ID of the VPC that you want to peer |
| // with, and (2) the ID of the Amazon Web Services account that you use to manage |
| // Amazon GameLift. If successful, VPC peering is authorized for the specified |
| // VPC. |
| // |
| // To request authorization to delete a connection, call this operation from |
| // the Amazon Web Services account with the VPC that is peered with your Amazon |
| // GameLift fleet. Identify the following values: (1) VPC ID that you want to |
| // delete the peering connection for, and (2) ID of the Amazon Web Services |
| // account that you use to manage Amazon GameLift. |
| // |
| // The authorization remains valid for 24 hours unless it is canceled by a call |
| // to DeleteVpcPeeringAuthorization. You must create or delete the peering connection |
| // while the authorization is valid. |
| // |
| // Related actions |
| // |
| // CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization |
| // | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation CreateVpcPeeringAuthorization for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization |
| func (c *GameLift) CreateVpcPeeringAuthorization(input *CreateVpcPeeringAuthorizationInput) (*CreateVpcPeeringAuthorizationOutput, error) { |
| req, out := c.CreateVpcPeeringAuthorizationRequest(input) |
| return out, req.Send() |
| } |
| |
| // CreateVpcPeeringAuthorizationWithContext is the same as CreateVpcPeeringAuthorization with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See CreateVpcPeeringAuthorization for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) CreateVpcPeeringAuthorizationWithContext(ctx aws.Context, input *CreateVpcPeeringAuthorizationInput, opts ...request.Option) (*CreateVpcPeeringAuthorizationOutput, error) { |
| req, out := c.CreateVpcPeeringAuthorizationRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opCreateVpcPeeringConnection = "CreateVpcPeeringConnection" |
| |
| // CreateVpcPeeringConnectionRequest generates a "aws/request.Request" representing the |
| // client's request for the CreateVpcPeeringConnection operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See CreateVpcPeeringConnection for more information on using the CreateVpcPeeringConnection |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the CreateVpcPeeringConnectionRequest method. |
| // req, resp := client.CreateVpcPeeringConnectionRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection |
| func (c *GameLift) CreateVpcPeeringConnectionRequest(input *CreateVpcPeeringConnectionInput) (req *request.Request, output *CreateVpcPeeringConnectionOutput) { |
| op := &request.Operation{ |
| Name: opCreateVpcPeeringConnection, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &CreateVpcPeeringConnectionInput{} |
| } |
| |
| output = &CreateVpcPeeringConnectionOutput{} |
| req = c.newRequest(op, input, output) |
| req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) |
| return |
| } |
| |
| // CreateVpcPeeringConnection API operation for Amazon GameLift. |
| // |
| // Establishes a VPC peering connection between a virtual private cloud (VPC) |
| // in an Amazon Web Services account with the VPC for your Amazon GameLift fleet. |
| // VPC peering enables the game servers on your fleet to communicate directly |
| // with other Amazon Web Services resources. You can peer with VPCs in any Amazon |
| // Web Services account that you have access to, including the account that |
| // you use to manage your Amazon GameLift fleets. You cannot peer with VPCs |
| // that are in different Regions. For more information, see VPC Peering with |
| // Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). |
| // |
| // Before calling this operation to establish the peering connection, you first |
| // need to call CreateVpcPeeringAuthorization and identify the VPC you want |
| // to peer with. Once the authorization for the specified VPC is issued, you |
| // have 24 hours to establish the connection. These two operations handle all |
| // tasks necessary to peer the two VPCs, including acceptance, updating routing |
| // tables, etc. |
| // |
| // To establish the connection, call this operation from the Amazon Web Services |
| // account that is used to manage the Amazon GameLift fleets. Identify the following |
| // values: (1) The ID of the fleet you want to be enable a VPC peering connection |
| // for; (2) The Amazon Web Services account with the VPC that you want to peer |
| // with; and (3) The ID of the VPC you want to peer with. This operation is |
| // asynchronous. If successful, a VpcPeeringConnection request is created. You |
| // can use continuous polling to track the request's status using DescribeVpcPeeringConnections, |
| // or by monitoring fleet events for success or failure using DescribeFleetEvents. |
| // |
| // Related actions |
| // |
| // CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization |
| // | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation CreateVpcPeeringConnection for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection |
| func (c *GameLift) CreateVpcPeeringConnection(input *CreateVpcPeeringConnectionInput) (*CreateVpcPeeringConnectionOutput, error) { |
| req, out := c.CreateVpcPeeringConnectionRequest(input) |
| return out, req.Send() |
| } |
| |
| // CreateVpcPeeringConnectionWithContext is the same as CreateVpcPeeringConnection with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See CreateVpcPeeringConnection for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) CreateVpcPeeringConnectionWithContext(ctx aws.Context, input *CreateVpcPeeringConnectionInput, opts ...request.Option) (*CreateVpcPeeringConnectionOutput, error) { |
| req, out := c.CreateVpcPeeringConnectionRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDeleteAlias = "DeleteAlias" |
| |
| // DeleteAliasRequest generates a "aws/request.Request" representing the |
| // client's request for the DeleteAlias operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DeleteAlias for more information on using the DeleteAlias |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DeleteAliasRequest method. |
| // req, resp := client.DeleteAliasRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias |
| func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Request, output *DeleteAliasOutput) { |
| op := &request.Operation{ |
| Name: opDeleteAlias, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DeleteAliasInput{} |
| } |
| |
| output = &DeleteAliasOutput{} |
| req = c.newRequest(op, input, output) |
| req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) |
| return |
| } |
| |
| // DeleteAlias API operation for Amazon GameLift. |
| // |
| // Deletes an alias. This operation removes all record of the alias. Game clients |
| // attempting to access a server process using the deleted alias receive an |
| // error. To delete an alias, specify the alias ID to be deleted. |
| // |
| // Related actions |
| // |
| // CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DeleteAlias for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * TaggingFailedException |
| // The requested tagging operation did not succeed. This may be due to invalid |
| // tag format or the maximum tag limit may have been exceeded. Resolve the issue |
| // before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAlias |
| func (c *GameLift) DeleteAlias(input *DeleteAliasInput) (*DeleteAliasOutput, error) { |
| req, out := c.DeleteAliasRequest(input) |
| return out, req.Send() |
| } |
| |
| // DeleteAliasWithContext is the same as DeleteAlias with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DeleteAlias for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DeleteAliasWithContext(ctx aws.Context, input *DeleteAliasInput, opts ...request.Option) (*DeleteAliasOutput, error) { |
| req, out := c.DeleteAliasRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDeleteBuild = "DeleteBuild" |
| |
| // DeleteBuildRequest generates a "aws/request.Request" representing the |
| // client's request for the DeleteBuild operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DeleteBuild for more information on using the DeleteBuild |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DeleteBuildRequest method. |
| // req, resp := client.DeleteBuildRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild |
| func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Request, output *DeleteBuildOutput) { |
| op := &request.Operation{ |
| Name: opDeleteBuild, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DeleteBuildInput{} |
| } |
| |
| output = &DeleteBuildOutput{} |
| req = c.newRequest(op, input, output) |
| req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) |
| return |
| } |
| |
| // DeleteBuild API operation for Amazon GameLift. |
| // |
| // Deletes a build. This operation permanently deletes the build resource and |
| // any uploaded build files. Deleting a build does not affect the status of |
| // any active fleets using the build, but you can no longer create new fleets |
| // with the deleted build. |
| // |
| // To delete a build, specify the build ID. |
| // |
| // Learn more |
| // |
| // Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) |
| // |
| // Related actions |
| // |
| // CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All |
| // APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DeleteBuild for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * TaggingFailedException |
| // The requested tagging operation did not succeed. This may be due to invalid |
| // tag format or the maximum tag limit may have been exceeded. Resolve the issue |
| // before retrying. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuild |
| func (c *GameLift) DeleteBuild(input *DeleteBuildInput) (*DeleteBuildOutput, error) { |
| req, out := c.DeleteBuildRequest(input) |
| return out, req.Send() |
| } |
| |
| // DeleteBuildWithContext is the same as DeleteBuild with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DeleteBuild for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DeleteBuildWithContext(ctx aws.Context, input *DeleteBuildInput, opts ...request.Option) (*DeleteBuildOutput, error) { |
| req, out := c.DeleteBuildRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDeleteFleet = "DeleteFleet" |
| |
| // DeleteFleetRequest generates a "aws/request.Request" representing the |
| // client's request for the DeleteFleet operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DeleteFleet for more information on using the DeleteFleet |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DeleteFleetRequest method. |
| // req, resp := client.DeleteFleetRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet |
| func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Request, output *DeleteFleetOutput) { |
| op := &request.Operation{ |
| Name: opDeleteFleet, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DeleteFleetInput{} |
| } |
| |
| output = &DeleteFleetOutput{} |
| req = c.newRequest(op, input, output) |
| req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) |
| return |
| } |
| |
| // DeleteFleet API operation for Amazon GameLift. |
| // |
| // Deletes all resources and information related a fleet. Any current fleet |
| // instances, including those in remote locations, are shut down. You don't |
| // need to call DeleteFleetLocations separately. |
| // |
| // If the fleet being deleted has a VPC peering connection, you first need to |
| // get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. |
| // You do not need to explicitly delete the VPC peering connection--this is |
| // done as part of the delete fleet process. |
| // |
| // To delete a fleet, specify the fleet ID to be terminated. During the deletion |
| // process the fleet status is changed to DELETING. When completed, the status |
| // switches to TERMINATED and the fleet event FLEET_DELETED is sent. |
| // |
| // Learn more |
| // |
| // Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // Related actions |
| // |
| // CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings |
| // | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy |
| // | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by |
| // task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DeleteFleet for usage and error information. |
| // |
| // Returned Error Types: |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidFleetStatusException |
| // The requested operation would cause a conflict with the current state of |
| // a resource associated with the request and/or the fleet. Resolve the conflict |
| // before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * TaggingFailedException |
| // The requested tagging operation did not succeed. This may be due to invalid |
| // tag format or the maximum tag limit may have been exceeded. Resolve the issue |
| // before retrying. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleet |
| func (c *GameLift) DeleteFleet(input *DeleteFleetInput) (*DeleteFleetOutput, error) { |
| req, out := c.DeleteFleetRequest(input) |
| return out, req.Send() |
| } |
| |
| // DeleteFleetWithContext is the same as DeleteFleet with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DeleteFleet for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DeleteFleetWithContext(ctx aws.Context, input *DeleteFleetInput, opts ...request.Option) (*DeleteFleetOutput, error) { |
| req, out := c.DeleteFleetRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDeleteFleetLocations = "DeleteFleetLocations" |
| |
| // DeleteFleetLocationsRequest generates a "aws/request.Request" representing the |
| // client's request for the DeleteFleetLocations operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DeleteFleetLocations for more information on using the DeleteFleetLocations |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DeleteFleetLocationsRequest method. |
| // req, resp := client.DeleteFleetLocationsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetLocations |
| func (c *GameLift) DeleteFleetLocationsRequest(input *DeleteFleetLocationsInput) (req *request.Request, output *DeleteFleetLocationsOutput) { |
| op := &request.Operation{ |
| Name: opDeleteFleetLocations, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DeleteFleetLocationsInput{} |
| } |
| |
| output = &DeleteFleetLocationsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DeleteFleetLocations API operation for Amazon GameLift. |
| // |
| // Removes locations from a multi-location fleet. When deleting a location, |
| // all game server process and all instances that are still active in the location |
| // are shut down. |
| // |
| // To delete fleet locations, identify the fleet ID and provide a list of the |
| // locations to be deleted. |
| // |
| // If successful, GameLift sets the location status to DELETING, and begins |
| // to shut down existing server processes and terminate instances in each location |
| // being deleted. When completed, the location status changes to TERMINATED. |
| // |
| // Learn more |
| // |
| // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // Related actions |
| // |
| // CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity |
| // | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity |
| // | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DeleteFleetLocations for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetLocations |
| func (c *GameLift) DeleteFleetLocations(input *DeleteFleetLocationsInput) (*DeleteFleetLocationsOutput, error) { |
| req, out := c.DeleteFleetLocationsRequest(input) |
| return out, req.Send() |
| } |
| |
| // DeleteFleetLocationsWithContext is the same as DeleteFleetLocations with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DeleteFleetLocations for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DeleteFleetLocationsWithContext(ctx aws.Context, input *DeleteFleetLocationsInput, opts ...request.Option) (*DeleteFleetLocationsOutput, error) { |
| req, out := c.DeleteFleetLocationsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDeleteGameServerGroup = "DeleteGameServerGroup" |
| |
| // DeleteGameServerGroupRequest generates a "aws/request.Request" representing the |
| // client's request for the DeleteGameServerGroup operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DeleteGameServerGroup for more information on using the DeleteGameServerGroup |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DeleteGameServerGroupRequest method. |
| // req, resp := client.DeleteGameServerGroupRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup |
| func (c *GameLift) DeleteGameServerGroupRequest(input *DeleteGameServerGroupInput) (req *request.Request, output *DeleteGameServerGroupOutput) { |
| op := &request.Operation{ |
| Name: opDeleteGameServerGroup, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DeleteGameServerGroupInput{} |
| } |
| |
| output = &DeleteGameServerGroupOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DeleteGameServerGroup API operation for Amazon GameLift. |
| // |
| // This operation is used with the GameLift FleetIQ solution and game server |
| // groups. |
| // |
| // Terminates a game server group and permanently deletes the game server group |
| // record. You have several options for how these resources are impacted when |
| // deleting the game server group. Depending on the type of delete operation |
| // selected, this operation might affect these resources: |
| // |
| // * The game server group |
| // |
| // * The corresponding Auto Scaling group |
| // |
| // * All game servers that are currently running in the group |
| // |
| // To delete a game server group, identify the game server group to delete and |
| // specify the type of delete operation to initiate. Game server groups can |
| // only be deleted if they are in ACTIVE or ERROR status. |
| // |
| // If the delete request is successful, a series of operations are kicked off. |
| // The game server group status is changed to DELETE_SCHEDULED, which prevents |
| // new game servers from being registered and stops automatic scaling activity. |
| // Once all game servers in the game server group are deregistered, GameLift |
| // FleetIQ can begin deleting resources. If any of the delete operations fail, |
| // the game server group is placed in ERROR status. |
| // |
| // GameLift FleetIQ emits delete events to Amazon CloudWatch. |
| // |
| // Learn more |
| // |
| // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) |
| // |
| // Related actions |
| // |
| // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | |
| // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup |
| // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DeleteGameServerGroup for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup |
| func (c *GameLift) DeleteGameServerGroup(input *DeleteGameServerGroupInput) (*DeleteGameServerGroupOutput, error) { |
| req, out := c.DeleteGameServerGroupRequest(input) |
| return out, req.Send() |
| } |
| |
| // DeleteGameServerGroupWithContext is the same as DeleteGameServerGroup with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DeleteGameServerGroup for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DeleteGameServerGroupWithContext(ctx aws.Context, input *DeleteGameServerGroupInput, opts ...request.Option) (*DeleteGameServerGroupOutput, error) { |
| req, out := c.DeleteGameServerGroupRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDeleteGameSessionQueue = "DeleteGameSessionQueue" |
| |
| // DeleteGameSessionQueueRequest generates a "aws/request.Request" representing the |
| // client's request for the DeleteGameSessionQueue operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DeleteGameSessionQueue for more information on using the DeleteGameSessionQueue |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DeleteGameSessionQueueRequest method. |
| // req, resp := client.DeleteGameSessionQueueRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue |
| func (c *GameLift) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueInput) (req *request.Request, output *DeleteGameSessionQueueOutput) { |
| op := &request.Operation{ |
| Name: opDeleteGameSessionQueue, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DeleteGameSessionQueueInput{} |
| } |
| |
| output = &DeleteGameSessionQueueOutput{} |
| req = c.newRequest(op, input, output) |
| req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) |
| return |
| } |
| |
| // DeleteGameSessionQueue API operation for Amazon GameLift. |
| // |
| // Deletes a game session queue. Once a queue is successfully deleted, unfulfilled |
| // StartGameSessionPlacement (https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartGameSessionPlacement.html) |
| // requests that reference the queue will fail. To delete a queue, specify the |
| // queue name. |
| // |
| // Learn more |
| // |
| // Using Multi-Region Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html) |
| // |
| // Related actions |
| // |
| // CreateGameSessionQueue (https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateGameSessionQueue.html) |
| // | DescribeGameSessionQueues (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionQueues.html) |
| // | UpdateGameSessionQueue (https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSessionQueue.html) |
| // | DeleteGameSessionQueue (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DeleteGameSessionQueue.html) |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DeleteGameSessionQueue for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * TaggingFailedException |
| // The requested tagging operation did not succeed. This may be due to invalid |
| // tag format or the maximum tag limit may have been exceeded. Resolve the issue |
| // before retrying. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue |
| func (c *GameLift) DeleteGameSessionQueue(input *DeleteGameSessionQueueInput) (*DeleteGameSessionQueueOutput, error) { |
| req, out := c.DeleteGameSessionQueueRequest(input) |
| return out, req.Send() |
| } |
| |
| // DeleteGameSessionQueueWithContext is the same as DeleteGameSessionQueue with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DeleteGameSessionQueue for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DeleteGameSessionQueueWithContext(ctx aws.Context, input *DeleteGameSessionQueueInput, opts ...request.Option) (*DeleteGameSessionQueueOutput, error) { |
| req, out := c.DeleteGameSessionQueueRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDeleteMatchmakingConfiguration = "DeleteMatchmakingConfiguration" |
| |
| // DeleteMatchmakingConfigurationRequest generates a "aws/request.Request" representing the |
| // client's request for the DeleteMatchmakingConfiguration operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DeleteMatchmakingConfiguration for more information on using the DeleteMatchmakingConfiguration |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DeleteMatchmakingConfigurationRequest method. |
| // req, resp := client.DeleteMatchmakingConfigurationRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration |
| func (c *GameLift) DeleteMatchmakingConfigurationRequest(input *DeleteMatchmakingConfigurationInput) (req *request.Request, output *DeleteMatchmakingConfigurationOutput) { |
| op := &request.Operation{ |
| Name: opDeleteMatchmakingConfiguration, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DeleteMatchmakingConfigurationInput{} |
| } |
| |
| output = &DeleteMatchmakingConfigurationOutput{} |
| req = c.newRequest(op, input, output) |
| req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) |
| return |
| } |
| |
| // DeleteMatchmakingConfiguration API operation for Amazon GameLift. |
| // |
| // Permanently removes a FlexMatch matchmaking configuration. To delete, specify |
| // the configuration name. A matchmaking configuration cannot be deleted if |
| // it is being used in any active matchmaking tickets. |
| // |
| // Related actions |
| // |
| // CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration |
| // | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets |
| // | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DeleteMatchmakingConfiguration for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // * TaggingFailedException |
| // The requested tagging operation did not succeed. This may be due to invalid |
| // tag format or the maximum tag limit may have been exceeded. Resolve the issue |
| // before retrying. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration |
| func (c *GameLift) DeleteMatchmakingConfiguration(input *DeleteMatchmakingConfigurationInput) (*DeleteMatchmakingConfigurationOutput, error) { |
| req, out := c.DeleteMatchmakingConfigurationRequest(input) |
| return out, req.Send() |
| } |
| |
| // DeleteMatchmakingConfigurationWithContext is the same as DeleteMatchmakingConfiguration with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DeleteMatchmakingConfiguration for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DeleteMatchmakingConfigurationWithContext(ctx aws.Context, input *DeleteMatchmakingConfigurationInput, opts ...request.Option) (*DeleteMatchmakingConfigurationOutput, error) { |
| req, out := c.DeleteMatchmakingConfigurationRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDeleteMatchmakingRuleSet = "DeleteMatchmakingRuleSet" |
| |
| // DeleteMatchmakingRuleSetRequest generates a "aws/request.Request" representing the |
| // client's request for the DeleteMatchmakingRuleSet operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DeleteMatchmakingRuleSet for more information on using the DeleteMatchmakingRuleSet |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DeleteMatchmakingRuleSetRequest method. |
| // req, resp := client.DeleteMatchmakingRuleSetRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet |
| func (c *GameLift) DeleteMatchmakingRuleSetRequest(input *DeleteMatchmakingRuleSetInput) (req *request.Request, output *DeleteMatchmakingRuleSetOutput) { |
| op := &request.Operation{ |
| Name: opDeleteMatchmakingRuleSet, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DeleteMatchmakingRuleSetInput{} |
| } |
| |
| output = &DeleteMatchmakingRuleSetOutput{} |
| req = c.newRequest(op, input, output) |
| req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) |
| return |
| } |
| |
| // DeleteMatchmakingRuleSet API operation for Amazon GameLift. |
| // |
| // Deletes an existing matchmaking rule set. To delete the rule set, provide |
| // the rule set name. Rule sets cannot be deleted if they are currently being |
| // used by a matchmaking configuration. |
| // |
| // Learn more |
| // |
| // * Build a rule set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html) |
| // |
| // Related actions |
| // |
| // CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration |
| // | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets |
| // | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DeleteMatchmakingRuleSet for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * TaggingFailedException |
| // The requested tagging operation did not succeed. This may be due to invalid |
| // tag format or the maximum tag limit may have been exceeded. Resolve the issue |
| // before retrying. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingRuleSet |
| func (c *GameLift) DeleteMatchmakingRuleSet(input *DeleteMatchmakingRuleSetInput) (*DeleteMatchmakingRuleSetOutput, error) { |
| req, out := c.DeleteMatchmakingRuleSetRequest(input) |
| return out, req.Send() |
| } |
| |
| // DeleteMatchmakingRuleSetWithContext is the same as DeleteMatchmakingRuleSet with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DeleteMatchmakingRuleSet for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DeleteMatchmakingRuleSetWithContext(ctx aws.Context, input *DeleteMatchmakingRuleSetInput, opts ...request.Option) (*DeleteMatchmakingRuleSetOutput, error) { |
| req, out := c.DeleteMatchmakingRuleSetRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDeleteScalingPolicy = "DeleteScalingPolicy" |
| |
| // DeleteScalingPolicyRequest generates a "aws/request.Request" representing the |
| // client's request for the DeleteScalingPolicy operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DeleteScalingPolicy for more information on using the DeleteScalingPolicy |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DeleteScalingPolicyRequest method. |
| // req, resp := client.DeleteScalingPolicyRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy |
| func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) (req *request.Request, output *DeleteScalingPolicyOutput) { |
| op := &request.Operation{ |
| Name: opDeleteScalingPolicy, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DeleteScalingPolicyInput{} |
| } |
| |
| output = &DeleteScalingPolicyOutput{} |
| req = c.newRequest(op, input, output) |
| req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) |
| return |
| } |
| |
| // DeleteScalingPolicy API operation for Amazon GameLift. |
| // |
| // Deletes a fleet scaling policy. Once deleted, the policy is no longer in |
| // force and GameLift removes all record of it. To delete a scaling policy, |
| // specify both the scaling policy name and the fleet ID it is associated with. |
| // |
| // To temporarily suspend scaling policies, call StopFleetActions. This operation |
| // suspends all policies for the fleet. |
| // |
| // Related actions |
| // |
| // DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | |
| // PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions |
| // | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DeleteScalingPolicy for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicy |
| func (c *GameLift) DeleteScalingPolicy(input *DeleteScalingPolicyInput) (*DeleteScalingPolicyOutput, error) { |
| req, out := c.DeleteScalingPolicyRequest(input) |
| return out, req.Send() |
| } |
| |
| // DeleteScalingPolicyWithContext is the same as DeleteScalingPolicy with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DeleteScalingPolicy for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DeleteScalingPolicyWithContext(ctx aws.Context, input *DeleteScalingPolicyInput, opts ...request.Option) (*DeleteScalingPolicyOutput, error) { |
| req, out := c.DeleteScalingPolicyRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDeleteScript = "DeleteScript" |
| |
| // DeleteScriptRequest generates a "aws/request.Request" representing the |
| // client's request for the DeleteScript operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DeleteScript for more information on using the DeleteScript |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DeleteScriptRequest method. |
| // req, resp := client.DeleteScriptRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScript |
| func (c *GameLift) DeleteScriptRequest(input *DeleteScriptInput) (req *request.Request, output *DeleteScriptOutput) { |
| op := &request.Operation{ |
| Name: opDeleteScript, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DeleteScriptInput{} |
| } |
| |
| output = &DeleteScriptOutput{} |
| req = c.newRequest(op, input, output) |
| req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) |
| return |
| } |
| |
| // DeleteScript API operation for Amazon GameLift. |
| // |
| // Deletes a Realtime script. This operation permanently deletes the script |
| // record. If script files were uploaded, they are also deleted (files stored |
| // in an S3 bucket are not deleted). |
| // |
| // To delete a script, specify the script ID. Before deleting a script, be sure |
| // to terminate all fleets that are deployed with the script being deleted. |
| // Fleet instances periodically check for script updates, and if the script |
| // record no longer exists, the instance will go into an error state and be |
| // unable to host game sessions. |
| // |
| // Learn more |
| // |
| // Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) |
| // |
| // Related actions |
| // |
| // CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DeleteScript for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * TaggingFailedException |
| // The requested tagging operation did not succeed. This may be due to invalid |
| // tag format or the maximum tag limit may have been exceeded. Resolve the issue |
| // before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScript |
| func (c *GameLift) DeleteScript(input *DeleteScriptInput) (*DeleteScriptOutput, error) { |
| req, out := c.DeleteScriptRequest(input) |
| return out, req.Send() |
| } |
| |
| // DeleteScriptWithContext is the same as DeleteScript with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DeleteScript for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DeleteScriptWithContext(ctx aws.Context, input *DeleteScriptInput, opts ...request.Option) (*DeleteScriptOutput, error) { |
| req, out := c.DeleteScriptRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDeleteVpcPeeringAuthorization = "DeleteVpcPeeringAuthorization" |
| |
| // DeleteVpcPeeringAuthorizationRequest generates a "aws/request.Request" representing the |
| // client's request for the DeleteVpcPeeringAuthorization operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DeleteVpcPeeringAuthorization for more information on using the DeleteVpcPeeringAuthorization |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DeleteVpcPeeringAuthorizationRequest method. |
| // req, resp := client.DeleteVpcPeeringAuthorizationRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization |
| func (c *GameLift) DeleteVpcPeeringAuthorizationRequest(input *DeleteVpcPeeringAuthorizationInput) (req *request.Request, output *DeleteVpcPeeringAuthorizationOutput) { |
| op := &request.Operation{ |
| Name: opDeleteVpcPeeringAuthorization, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DeleteVpcPeeringAuthorizationInput{} |
| } |
| |
| output = &DeleteVpcPeeringAuthorizationOutput{} |
| req = c.newRequest(op, input, output) |
| req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) |
| return |
| } |
| |
| // DeleteVpcPeeringAuthorization API operation for Amazon GameLift. |
| // |
| // Cancels a pending VPC peering authorization for the specified VPC. If you |
| // need to delete an existing VPC peering connection, call DeleteVpcPeeringConnection. |
| // |
| // Related actions |
| // |
| // CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization |
| // | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DeleteVpcPeeringAuthorization for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization |
| func (c *GameLift) DeleteVpcPeeringAuthorization(input *DeleteVpcPeeringAuthorizationInput) (*DeleteVpcPeeringAuthorizationOutput, error) { |
| req, out := c.DeleteVpcPeeringAuthorizationRequest(input) |
| return out, req.Send() |
| } |
| |
| // DeleteVpcPeeringAuthorizationWithContext is the same as DeleteVpcPeeringAuthorization with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DeleteVpcPeeringAuthorization for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DeleteVpcPeeringAuthorizationWithContext(ctx aws.Context, input *DeleteVpcPeeringAuthorizationInput, opts ...request.Option) (*DeleteVpcPeeringAuthorizationOutput, error) { |
| req, out := c.DeleteVpcPeeringAuthorizationRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDeleteVpcPeeringConnection = "DeleteVpcPeeringConnection" |
| |
| // DeleteVpcPeeringConnectionRequest generates a "aws/request.Request" representing the |
| // client's request for the DeleteVpcPeeringConnection operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DeleteVpcPeeringConnection for more information on using the DeleteVpcPeeringConnection |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DeleteVpcPeeringConnectionRequest method. |
| // req, resp := client.DeleteVpcPeeringConnectionRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection |
| func (c *GameLift) DeleteVpcPeeringConnectionRequest(input *DeleteVpcPeeringConnectionInput) (req *request.Request, output *DeleteVpcPeeringConnectionOutput) { |
| op := &request.Operation{ |
| Name: opDeleteVpcPeeringConnection, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DeleteVpcPeeringConnectionInput{} |
| } |
| |
| output = &DeleteVpcPeeringConnectionOutput{} |
| req = c.newRequest(op, input, output) |
| req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) |
| return |
| } |
| |
| // DeleteVpcPeeringConnection API operation for Amazon GameLift. |
| // |
| // Removes a VPC peering connection. To delete the connection, you must have |
| // a valid authorization for the VPC peering connection that you want to delete. |
| // You can check for an authorization by calling DescribeVpcPeeringAuthorizations |
| // or request a new one using CreateVpcPeeringAuthorization. |
| // |
| // Once a valid authorization exists, call this operation from the Amazon Web |
| // Services account that is used to manage the Amazon GameLift fleets. Identify |
| // the connection to delete by the connection ID and fleet ID. If successful, |
| // the connection is removed. |
| // |
| // Related actions |
| // |
| // CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization |
| // | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DeleteVpcPeeringConnection for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection |
| func (c *GameLift) DeleteVpcPeeringConnection(input *DeleteVpcPeeringConnectionInput) (*DeleteVpcPeeringConnectionOutput, error) { |
| req, out := c.DeleteVpcPeeringConnectionRequest(input) |
| return out, req.Send() |
| } |
| |
| // DeleteVpcPeeringConnectionWithContext is the same as DeleteVpcPeeringConnection with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DeleteVpcPeeringConnection for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DeleteVpcPeeringConnectionWithContext(ctx aws.Context, input *DeleteVpcPeeringConnectionInput, opts ...request.Option) (*DeleteVpcPeeringConnectionOutput, error) { |
| req, out := c.DeleteVpcPeeringConnectionRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDeregisterGameServer = "DeregisterGameServer" |
| |
| // DeregisterGameServerRequest generates a "aws/request.Request" representing the |
| // client's request for the DeregisterGameServer operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DeregisterGameServer for more information on using the DeregisterGameServer |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DeregisterGameServerRequest method. |
| // req, resp := client.DeregisterGameServerRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterGameServer |
| func (c *GameLift) DeregisterGameServerRequest(input *DeregisterGameServerInput) (req *request.Request, output *DeregisterGameServerOutput) { |
| op := &request.Operation{ |
| Name: opDeregisterGameServer, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DeregisterGameServerInput{} |
| } |
| |
| output = &DeregisterGameServerOutput{} |
| req = c.newRequest(op, input, output) |
| req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) |
| return |
| } |
| |
| // DeregisterGameServer API operation for Amazon GameLift. |
| // |
| // This operation is used with the GameLift FleetIQ solution and game server |
| // groups. |
| // |
| // Removes the game server from a game server group. As a result of this operation, |
| // the deregistered game server can no longer be claimed and will not be returned |
| // in a list of active game servers. |
| // |
| // To deregister a game server, specify the game server group and game server |
| // ID. If successful, this operation emits a CloudWatch event with termination |
| // timestamp and reason. |
| // |
| // Learn more |
| // |
| // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) |
| // |
| // Related actions |
| // |
| // RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer |
| // | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DeregisterGameServer for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeregisterGameServer |
| func (c *GameLift) DeregisterGameServer(input *DeregisterGameServerInput) (*DeregisterGameServerOutput, error) { |
| req, out := c.DeregisterGameServerRequest(input) |
| return out, req.Send() |
| } |
| |
| // DeregisterGameServerWithContext is the same as DeregisterGameServer with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DeregisterGameServer for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DeregisterGameServerWithContext(ctx aws.Context, input *DeregisterGameServerInput, opts ...request.Option) (*DeregisterGameServerOutput, error) { |
| req, out := c.DeregisterGameServerRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDescribeAlias = "DescribeAlias" |
| |
| // DescribeAliasRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeAlias operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeAlias for more information on using the DescribeAlias |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeAliasRequest method. |
| // req, resp := client.DescribeAliasRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias |
| func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request.Request, output *DescribeAliasOutput) { |
| op := &request.Operation{ |
| Name: opDescribeAlias, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DescribeAliasInput{} |
| } |
| |
| output = &DescribeAliasOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeAlias API operation for Amazon GameLift. |
| // |
| // Retrieves properties for an alias. This operation returns all alias metadata |
| // and settings. To get an alias's target fleet ID only, use ResolveAlias. |
| // |
| // To get alias properties, specify the alias ID. If successful, the requested |
| // alias record is returned. |
| // |
| // Related actions |
| // |
| // CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeAlias for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAlias |
| func (c *GameLift) DescribeAlias(input *DescribeAliasInput) (*DescribeAliasOutput, error) { |
| req, out := c.DescribeAliasRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeAliasWithContext is the same as DescribeAlias with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeAlias for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeAliasWithContext(ctx aws.Context, input *DescribeAliasInput, opts ...request.Option) (*DescribeAliasOutput, error) { |
| req, out := c.DescribeAliasRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDescribeBuild = "DescribeBuild" |
| |
| // DescribeBuildRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeBuild operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeBuild for more information on using the DescribeBuild |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeBuildRequest method. |
| // req, resp := client.DescribeBuildRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild |
| func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request.Request, output *DescribeBuildOutput) { |
| op := &request.Operation{ |
| Name: opDescribeBuild, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DescribeBuildInput{} |
| } |
| |
| output = &DescribeBuildOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeBuild API operation for Amazon GameLift. |
| // |
| // Retrieves properties for a custom game build. To request a build resource, |
| // specify a build ID. If successful, an object containing the build properties |
| // is returned. |
| // |
| // Learn more |
| // |
| // Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) |
| // |
| // Related actions |
| // |
| // CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All |
| // APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeBuild for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuild |
| func (c *GameLift) DescribeBuild(input *DescribeBuildInput) (*DescribeBuildOutput, error) { |
| req, out := c.DescribeBuildRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeBuildWithContext is the same as DescribeBuild with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeBuild for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeBuildWithContext(ctx aws.Context, input *DescribeBuildInput, opts ...request.Option) (*DescribeBuildOutput, error) { |
| req, out := c.DescribeBuildRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDescribeEC2InstanceLimits = "DescribeEC2InstanceLimits" |
| |
| // DescribeEC2InstanceLimitsRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeEC2InstanceLimits operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeEC2InstanceLimits for more information on using the DescribeEC2InstanceLimits |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeEC2InstanceLimitsRequest method. |
| // req, resp := client.DescribeEC2InstanceLimitsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits |
| func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLimitsInput) (req *request.Request, output *DescribeEC2InstanceLimitsOutput) { |
| op := &request.Operation{ |
| Name: opDescribeEC2InstanceLimits, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DescribeEC2InstanceLimitsInput{} |
| } |
| |
| output = &DescribeEC2InstanceLimitsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeEC2InstanceLimits API operation for Amazon GameLift. |
| // |
| // Retrieves the instance limits and current utilization for an Amazon Web Services |
| // Region or location. Instance limits control the number of instances, per |
| // instance type, per location, that your Amazon Web Services account can use. |
| // Learn more at Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/). |
| // The information returned includes the maximum number of instances allowed |
| // and your account's current usage across all fleets. This information can |
| // affect your ability to scale your GameLift fleets. You can request a limit |
| // increase for your account by using the Service limits page in the GameLift |
| // console. |
| // |
| // Instance limits differ based on whether the instances are deployed in a fleet's |
| // home Region or in a remote location. For remote locations, limits also differ |
| // based on the combination of home Region and remote location. All requests |
| // must specify an Amazon Web Services Region (either explicitly or as your |
| // default settings). To get the limit for a remote location, you must also |
| // specify the location. For example, the following requests all return different |
| // results: |
| // |
| // * Request specifies the Region ap-northeast-1 with no location. The result |
| // is limits and usage data on all instance types that are deployed in us-east-2, |
| // by all of the fleets that reside in ap-northeast-1. |
| // |
| // * Request specifies the Region us-east-1 with location ca-central-1. The |
| // result is limits and usage data on all instance types that are deployed |
| // in ca-central-1, by all of the fleets that reside in us-east-2. These |
| // limits do not affect fleets in any other Regions that deploy instances |
| // to ca-central-1. |
| // |
| // * Request specifies the Region eu-west-1 with location ca-central-1. The |
| // result is limits and usage data on all instance types that are deployed |
| // in ca-central-1, by all of the fleets that reside in eu-west-1. |
| // |
| // This operation can be used in the following ways: |
| // |
| // * To get limit and usage data for all instance types that are deployed |
| // in an Amazon Web Services Region by fleets that reside in the same Region: |
| // Specify the Region only. Optionally, specify a single instance type to |
| // retrieve information for. |
| // |
| // * To get limit and usage data for all instance types that are deployed |
| // to a remote location by fleets that reside in different Amazon Web Services |
| // Region: Provide both the Amazon Web Services Region and the remote location. |
| // Optionally, specify a single instance type to retrieve information for. |
| // |
| // If successful, an EC2InstanceLimits object is returned with limits and usage |
| // data for each requested instance type. |
| // |
| // Learn more |
| // |
| // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // Related actions |
| // |
| // CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits |
| // | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes |
| // | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeEC2InstanceLimits for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimits |
| func (c *GameLift) DescribeEC2InstanceLimits(input *DescribeEC2InstanceLimitsInput) (*DescribeEC2InstanceLimitsOutput, error) { |
| req, out := c.DescribeEC2InstanceLimitsRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeEC2InstanceLimitsWithContext is the same as DescribeEC2InstanceLimits with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeEC2InstanceLimits for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeEC2InstanceLimitsWithContext(ctx aws.Context, input *DescribeEC2InstanceLimitsInput, opts ...request.Option) (*DescribeEC2InstanceLimitsOutput, error) { |
| req, out := c.DescribeEC2InstanceLimitsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDescribeFleetAttributes = "DescribeFleetAttributes" |
| |
| // DescribeFleetAttributesRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeFleetAttributes operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeFleetAttributes for more information on using the DescribeFleetAttributes |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeFleetAttributesRequest method. |
| // req, resp := client.DescribeFleetAttributesRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes |
| func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributesInput) (req *request.Request, output *DescribeFleetAttributesOutput) { |
| op := &request.Operation{ |
| Name: opDescribeFleetAttributes, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &DescribeFleetAttributesInput{} |
| } |
| |
| output = &DescribeFleetAttributesOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeFleetAttributes API operation for Amazon GameLift. |
| // |
| // Retrieves core fleet-wide properties, including the computing hardware and |
| // deployment configuration for all instances in the fleet. |
| // |
| // This operation can be used in the following ways: |
| // |
| // * To get attributes for one or more specific fleets, provide a list of |
| // fleet IDs or fleet ARNs. |
| // |
| // * To get attributes for all fleets, do not provide a fleet identifier. |
| // |
| // When requesting attributes for multiple fleets, use the pagination parameters |
| // to retrieve results as a set of sequential pages. |
| // |
| // If successful, a FleetAttributes object is returned for each fleet requested, |
| // unless the fleet identifier is not found. |
| // |
| // Some API operations limit the number of fleet IDs that allowed in one request. |
| // If a request exceeds this limit, the request fails and the error message |
| // contains the maximum allowed number. |
| // |
| // Learn more |
| // |
| // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // Related actions |
| // |
| // ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity |
| // | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings |
| // | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeFleetAttributes for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributes |
| func (c *GameLift) DescribeFleetAttributes(input *DescribeFleetAttributesInput) (*DescribeFleetAttributesOutput, error) { |
| req, out := c.DescribeFleetAttributesRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeFleetAttributesWithContext is the same as DescribeFleetAttributes with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeFleetAttributes for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeFleetAttributesWithContext(ctx aws.Context, input *DescribeFleetAttributesInput, opts ...request.Option) (*DescribeFleetAttributesOutput, error) { |
| req, out := c.DescribeFleetAttributesRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // DescribeFleetAttributesPages iterates over the pages of a DescribeFleetAttributes operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See DescribeFleetAttributes method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a DescribeFleetAttributes operation. |
| // pageNum := 0 |
| // err := client.DescribeFleetAttributesPages(params, |
| // func(page *gamelift.DescribeFleetAttributesOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) DescribeFleetAttributesPages(input *DescribeFleetAttributesInput, fn func(*DescribeFleetAttributesOutput, bool) bool) error { |
| return c.DescribeFleetAttributesPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // DescribeFleetAttributesPagesWithContext same as DescribeFleetAttributesPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeFleetAttributesPagesWithContext(ctx aws.Context, input *DescribeFleetAttributesInput, fn func(*DescribeFleetAttributesOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *DescribeFleetAttributesInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.DescribeFleetAttributesRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*DescribeFleetAttributesOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opDescribeFleetCapacity = "DescribeFleetCapacity" |
| |
| // DescribeFleetCapacityRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeFleetCapacity operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeFleetCapacity for more information on using the DescribeFleetCapacity |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeFleetCapacityRequest method. |
| // req, resp := client.DescribeFleetCapacityRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity |
| func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInput) (req *request.Request, output *DescribeFleetCapacityOutput) { |
| op := &request.Operation{ |
| Name: opDescribeFleetCapacity, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &DescribeFleetCapacityInput{} |
| } |
| |
| output = &DescribeFleetCapacityOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeFleetCapacity API operation for Amazon GameLift. |
| // |
| // Retrieves the resource capacity settings for one or more fleets. The data |
| // returned includes the current fleet capacity (number of EC2 instances), and |
| // settings that can control how capacity scaling. For fleets with remote locations, |
| // this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationCapacity |
| // to get capacity settings for a fleet's remote locations. |
| // |
| // This operation can be used in the following ways: |
| // |
| // * To get capacity data for one or more specific fleets, provide a list |
| // of fleet IDs or fleet ARNs. |
| // |
| // * To get capacity data for all fleets, do not provide a fleet identifier. |
| // |
| // When requesting multiple fleets, use the pagination parameters to retrieve |
| // results as a set of sequential pages. |
| // |
| // If successful, a FleetCapacity object is returned for each requested fleet |
| // ID. Each FleetCapacity object includes a Location property, which is set |
| // to the fleet's home Region. When a list of fleet IDs is provided, attribute |
| // objects are returned only for fleets that currently exist. |
| // |
| // Some API operations may limit the number of fleet IDs that are allowed in |
| // one request. If a request exceeds this limit, the request fails and the error |
| // message includes the maximum allowed. |
| // |
| // Learn more |
| // |
| // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // GameLift metrics for fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet) |
| // |
| // Related actions |
| // |
| // ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity |
| // | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings |
| // | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeFleetCapacity for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacity |
| func (c *GameLift) DescribeFleetCapacity(input *DescribeFleetCapacityInput) (*DescribeFleetCapacityOutput, error) { |
| req, out := c.DescribeFleetCapacityRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeFleetCapacityWithContext is the same as DescribeFleetCapacity with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeFleetCapacity for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeFleetCapacityWithContext(ctx aws.Context, input *DescribeFleetCapacityInput, opts ...request.Option) (*DescribeFleetCapacityOutput, error) { |
| req, out := c.DescribeFleetCapacityRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // DescribeFleetCapacityPages iterates over the pages of a DescribeFleetCapacity operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See DescribeFleetCapacity method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a DescribeFleetCapacity operation. |
| // pageNum := 0 |
| // err := client.DescribeFleetCapacityPages(params, |
| // func(page *gamelift.DescribeFleetCapacityOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) DescribeFleetCapacityPages(input *DescribeFleetCapacityInput, fn func(*DescribeFleetCapacityOutput, bool) bool) error { |
| return c.DescribeFleetCapacityPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // DescribeFleetCapacityPagesWithContext same as DescribeFleetCapacityPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeFleetCapacityPagesWithContext(ctx aws.Context, input *DescribeFleetCapacityInput, fn func(*DescribeFleetCapacityOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *DescribeFleetCapacityInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.DescribeFleetCapacityRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*DescribeFleetCapacityOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opDescribeFleetEvents = "DescribeFleetEvents" |
| |
| // DescribeFleetEventsRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeFleetEvents operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeFleetEvents for more information on using the DescribeFleetEvents |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeFleetEventsRequest method. |
| // req, resp := client.DescribeFleetEventsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents |
| func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) (req *request.Request, output *DescribeFleetEventsOutput) { |
| op := &request.Operation{ |
| Name: opDescribeFleetEvents, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &DescribeFleetEventsInput{} |
| } |
| |
| output = &DescribeFleetEventsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeFleetEvents API operation for Amazon GameLift. |
| // |
| // Retrieves entries from a fleet's event log. Fleet events are initiated by |
| // changes in status, such as during fleet creation and termination, changes |
| // in capacity, etc. If a fleet has multiple locations, events are also initiated |
| // by changes to status and capacity in remote locations. |
| // |
| // You can specify a time range to limit the result set. Use the pagination |
| // parameters to retrieve results as a set of sequential pages. |
| // |
| // If successful, a collection of event log entries matching the request are |
| // returned. |
| // |
| // Learn more |
| // |
| // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // Related actions |
| // |
| // ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity |
| // | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings |
| // | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeFleetEvents for usage and error information. |
| // |
| // Returned Error Types: |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEvents |
| func (c *GameLift) DescribeFleetEvents(input *DescribeFleetEventsInput) (*DescribeFleetEventsOutput, error) { |
| req, out := c.DescribeFleetEventsRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeFleetEventsWithContext is the same as DescribeFleetEvents with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeFleetEvents for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeFleetEventsWithContext(ctx aws.Context, input *DescribeFleetEventsInput, opts ...request.Option) (*DescribeFleetEventsOutput, error) { |
| req, out := c.DescribeFleetEventsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // DescribeFleetEventsPages iterates over the pages of a DescribeFleetEvents operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See DescribeFleetEvents method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a DescribeFleetEvents operation. |
| // pageNum := 0 |
| // err := client.DescribeFleetEventsPages(params, |
| // func(page *gamelift.DescribeFleetEventsOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) DescribeFleetEventsPages(input *DescribeFleetEventsInput, fn func(*DescribeFleetEventsOutput, bool) bool) error { |
| return c.DescribeFleetEventsPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // DescribeFleetEventsPagesWithContext same as DescribeFleetEventsPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeFleetEventsPagesWithContext(ctx aws.Context, input *DescribeFleetEventsInput, fn func(*DescribeFleetEventsOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *DescribeFleetEventsInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.DescribeFleetEventsRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*DescribeFleetEventsOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opDescribeFleetLocationAttributes = "DescribeFleetLocationAttributes" |
| |
| // DescribeFleetLocationAttributesRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeFleetLocationAttributes operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeFleetLocationAttributes for more information on using the DescribeFleetLocationAttributes |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeFleetLocationAttributesRequest method. |
| // req, resp := client.DescribeFleetLocationAttributesRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationAttributes |
| func (c *GameLift) DescribeFleetLocationAttributesRequest(input *DescribeFleetLocationAttributesInput) (req *request.Request, output *DescribeFleetLocationAttributesOutput) { |
| op := &request.Operation{ |
| Name: opDescribeFleetLocationAttributes, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &DescribeFleetLocationAttributesInput{} |
| } |
| |
| output = &DescribeFleetLocationAttributesOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeFleetLocationAttributes API operation for Amazon GameLift. |
| // |
| // Retrieves information on a fleet's remote locations, including life-cycle |
| // status and any suspended fleet activity. |
| // |
| // This operation can be used in the following ways: |
| // |
| // * To get data for specific locations, provide a fleet identifier and a |
| // list of locations. Location data is returned in the order that it is requested. |
| // |
| // * To get data for all locations, provide a fleet identifier only. Location |
| // data is returned in no particular order. |
| // |
| // When requesting attributes for multiple locations, use the pagination parameters |
| // to retrieve results as a set of sequential pages. |
| // |
| // If successful, a LocationAttributes object is returned for each requested |
| // location. If the fleet does not have a requested location, no information |
| // is returned. This operation does not return the home Region. To get information |
| // on a fleet's home Region, call DescribeFleetAttributes. |
| // |
| // Learn more |
| // |
| // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // Related actions |
| // |
| // CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity |
| // | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity |
| // | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeFleetLocationAttributes for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationAttributes |
| func (c *GameLift) DescribeFleetLocationAttributes(input *DescribeFleetLocationAttributesInput) (*DescribeFleetLocationAttributesOutput, error) { |
| req, out := c.DescribeFleetLocationAttributesRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeFleetLocationAttributesWithContext is the same as DescribeFleetLocationAttributes with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeFleetLocationAttributes for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeFleetLocationAttributesWithContext(ctx aws.Context, input *DescribeFleetLocationAttributesInput, opts ...request.Option) (*DescribeFleetLocationAttributesOutput, error) { |
| req, out := c.DescribeFleetLocationAttributesRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // DescribeFleetLocationAttributesPages iterates over the pages of a DescribeFleetLocationAttributes operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See DescribeFleetLocationAttributes method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a DescribeFleetLocationAttributes operation. |
| // pageNum := 0 |
| // err := client.DescribeFleetLocationAttributesPages(params, |
| // func(page *gamelift.DescribeFleetLocationAttributesOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) DescribeFleetLocationAttributesPages(input *DescribeFleetLocationAttributesInput, fn func(*DescribeFleetLocationAttributesOutput, bool) bool) error { |
| return c.DescribeFleetLocationAttributesPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // DescribeFleetLocationAttributesPagesWithContext same as DescribeFleetLocationAttributesPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeFleetLocationAttributesPagesWithContext(ctx aws.Context, input *DescribeFleetLocationAttributesInput, fn func(*DescribeFleetLocationAttributesOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *DescribeFleetLocationAttributesInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.DescribeFleetLocationAttributesRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*DescribeFleetLocationAttributesOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opDescribeFleetLocationCapacity = "DescribeFleetLocationCapacity" |
| |
| // DescribeFleetLocationCapacityRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeFleetLocationCapacity operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeFleetLocationCapacity for more information on using the DescribeFleetLocationCapacity |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeFleetLocationCapacityRequest method. |
| // req, resp := client.DescribeFleetLocationCapacityRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationCapacity |
| func (c *GameLift) DescribeFleetLocationCapacityRequest(input *DescribeFleetLocationCapacityInput) (req *request.Request, output *DescribeFleetLocationCapacityOutput) { |
| op := &request.Operation{ |
| Name: opDescribeFleetLocationCapacity, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DescribeFleetLocationCapacityInput{} |
| } |
| |
| output = &DescribeFleetLocationCapacityOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeFleetLocationCapacity API operation for Amazon GameLift. |
| // |
| // Retrieves the resource capacity settings for a fleet location. The data returned |
| // includes the current capacity (number of EC2 instances) and some scaling |
| // settings for the requested fleet location. Use this operation to retrieve |
| // capacity information for a fleet's remote location or home Region (you can |
| // also retrieve home Region capacity by calling DescribeFleetCapacity). |
| // |
| // To retrieve capacity data, identify a fleet and location. |
| // |
| // If successful, a FleetCapacity object is returned for the requested fleet |
| // location. |
| // |
| // Learn more |
| // |
| // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // GameLift metrics for fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet) |
| // |
| // Related actions |
| // |
| // CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity |
| // | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity |
| // | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeFleetLocationCapacity for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationCapacity |
| func (c *GameLift) DescribeFleetLocationCapacity(input *DescribeFleetLocationCapacityInput) (*DescribeFleetLocationCapacityOutput, error) { |
| req, out := c.DescribeFleetLocationCapacityRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeFleetLocationCapacityWithContext is the same as DescribeFleetLocationCapacity with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeFleetLocationCapacity for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeFleetLocationCapacityWithContext(ctx aws.Context, input *DescribeFleetLocationCapacityInput, opts ...request.Option) (*DescribeFleetLocationCapacityOutput, error) { |
| req, out := c.DescribeFleetLocationCapacityRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDescribeFleetLocationUtilization = "DescribeFleetLocationUtilization" |
| |
| // DescribeFleetLocationUtilizationRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeFleetLocationUtilization operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeFleetLocationUtilization for more information on using the DescribeFleetLocationUtilization |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeFleetLocationUtilizationRequest method. |
| // req, resp := client.DescribeFleetLocationUtilizationRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationUtilization |
| func (c *GameLift) DescribeFleetLocationUtilizationRequest(input *DescribeFleetLocationUtilizationInput) (req *request.Request, output *DescribeFleetLocationUtilizationOutput) { |
| op := &request.Operation{ |
| Name: opDescribeFleetLocationUtilization, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DescribeFleetLocationUtilizationInput{} |
| } |
| |
| output = &DescribeFleetLocationUtilizationOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeFleetLocationUtilization API operation for Amazon GameLift. |
| // |
| // Retrieves current usage data for a fleet location. Utilization data provides |
| // a snapshot of current game hosting activity at the requested location. Use |
| // this operation to retrieve utilization information for a fleet's remote location |
| // or home Region (you can also retrieve home Region utilization by calling |
| // DescribeFleetUtilization). |
| // |
| // To retrieve utilization data, identify a fleet and location. |
| // |
| // If successful, a FleetUtilization object is returned for the requested fleet |
| // location. |
| // |
| // Learn more |
| // |
| // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // GameLift metrics for fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet) |
| // |
| // Related actions |
| // |
| // CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity |
| // | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity |
| // | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeFleetLocationUtilization for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationUtilization |
| func (c *GameLift) DescribeFleetLocationUtilization(input *DescribeFleetLocationUtilizationInput) (*DescribeFleetLocationUtilizationOutput, error) { |
| req, out := c.DescribeFleetLocationUtilizationRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeFleetLocationUtilizationWithContext is the same as DescribeFleetLocationUtilization with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeFleetLocationUtilization for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeFleetLocationUtilizationWithContext(ctx aws.Context, input *DescribeFleetLocationUtilizationInput, opts ...request.Option) (*DescribeFleetLocationUtilizationOutput, error) { |
| req, out := c.DescribeFleetLocationUtilizationRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDescribeFleetPortSettings = "DescribeFleetPortSettings" |
| |
| // DescribeFleetPortSettingsRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeFleetPortSettings operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeFleetPortSettings for more information on using the DescribeFleetPortSettings |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeFleetPortSettingsRequest method. |
| // req, resp := client.DescribeFleetPortSettingsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings |
| func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput) { |
| op := &request.Operation{ |
| Name: opDescribeFleetPortSettings, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DescribeFleetPortSettingsInput{} |
| } |
| |
| output = &DescribeFleetPortSettingsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeFleetPortSettings API operation for Amazon GameLift. |
| // |
| // Retrieves a fleet's inbound connection permissions. Connection permissions |
| // specify the range of IP addresses and port settings that incoming traffic |
| // can use to access server processes in the fleet. Game sessions that are running |
| // on instances in the fleet must use connections that fall in this range. |
| // |
| // This operation can be used in the following ways: |
| // |
| // * To retrieve the inbound connection permissions for a fleet, identify |
| // the fleet's unique identifier. |
| // |
| // * To check the status of recent updates to a fleet remote location, specify |
| // the fleet ID and a location. Port setting updates can take time to propagate |
| // across all locations. |
| // |
| // If successful, a set of IpPermission objects is returned for the requested |
| // fleet ID. When a location is specified, a pending status is included. If |
| // the requested fleet has been deleted, the result set is empty. |
| // |
| // Learn more |
| // |
| // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // Related actions |
| // |
| // ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity |
| // | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings |
| // | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeFleetPortSettings for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings |
| func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error) { |
| req, out := c.DescribeFleetPortSettingsRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeFleetPortSettingsWithContext is the same as DescribeFleetPortSettings with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeFleetPortSettings for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeFleetPortSettingsWithContext(ctx aws.Context, input *DescribeFleetPortSettingsInput, opts ...request.Option) (*DescribeFleetPortSettingsOutput, error) { |
| req, out := c.DescribeFleetPortSettingsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDescribeFleetUtilization = "DescribeFleetUtilization" |
| |
| // DescribeFleetUtilizationRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeFleetUtilization operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeFleetUtilization for more information on using the DescribeFleetUtilization |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeFleetUtilizationRequest method. |
| // req, resp := client.DescribeFleetUtilizationRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization |
| func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput) { |
| op := &request.Operation{ |
| Name: opDescribeFleetUtilization, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &DescribeFleetUtilizationInput{} |
| } |
| |
| output = &DescribeFleetUtilizationOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeFleetUtilization API operation for Amazon GameLift. |
| // |
| // Retrieves utilization statistics for one or more fleets. Utilization data |
| // provides a snapshot of how the fleet's hosting resources are currently being |
| // used. For fleets with remote locations, this operation retrieves data for |
| // the fleet's home Region only. See DescribeFleetLocationUtilization to get |
| // utilization statistics for a fleet's remote locations. |
| // |
| // This operation can be used in the following ways: |
| // |
| // * To get utilization data for one or more specific fleets, provide a list |
| // of fleet IDs or fleet ARNs. |
| // |
| // * To get utilization data for all fleets, do not provide a fleet identifier. |
| // |
| // When requesting multiple fleets, use the pagination parameters to retrieve |
| // results as a set of sequential pages. |
| // |
| // If successful, a FleetUtilization object is returned for each requested fleet |
| // ID, unless the fleet identifier is not found. Each fleet utilization object |
| // includes a Location property, which is set to the fleet's home Region. |
| // |
| // Some API operations may limit the number of fleet IDs allowed in one request. |
| // If a request exceeds this limit, the request fails and the error message |
| // includes the maximum allowed. |
| // |
| // Learn more |
| // |
| // Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // GameLift Metrics for Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet) |
| // |
| // Related actions |
| // |
| // ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity |
| // | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings |
| // | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeFleetUtilization for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization |
| func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error) { |
| req, out := c.DescribeFleetUtilizationRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeFleetUtilizationWithContext is the same as DescribeFleetUtilization with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeFleetUtilization for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeFleetUtilizationWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, opts ...request.Option) (*DescribeFleetUtilizationOutput, error) { |
| req, out := c.DescribeFleetUtilizationRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // DescribeFleetUtilizationPages iterates over the pages of a DescribeFleetUtilization operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See DescribeFleetUtilization method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a DescribeFleetUtilization operation. |
| // pageNum := 0 |
| // err := client.DescribeFleetUtilizationPages(params, |
| // func(page *gamelift.DescribeFleetUtilizationOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) DescribeFleetUtilizationPages(input *DescribeFleetUtilizationInput, fn func(*DescribeFleetUtilizationOutput, bool) bool) error { |
| return c.DescribeFleetUtilizationPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // DescribeFleetUtilizationPagesWithContext same as DescribeFleetUtilizationPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeFleetUtilizationPagesWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, fn func(*DescribeFleetUtilizationOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *DescribeFleetUtilizationInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.DescribeFleetUtilizationRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*DescribeFleetUtilizationOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opDescribeGameServer = "DescribeGameServer" |
| |
| // DescribeGameServerRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeGameServer operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeGameServer for more information on using the DescribeGameServer |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeGameServerRequest method. |
| // req, resp := client.DescribeGameServerRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer |
| func (c *GameLift) DescribeGameServerRequest(input *DescribeGameServerInput) (req *request.Request, output *DescribeGameServerOutput) { |
| op := &request.Operation{ |
| Name: opDescribeGameServer, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DescribeGameServerInput{} |
| } |
| |
| output = &DescribeGameServerOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeGameServer API operation for Amazon GameLift. |
| // |
| // This operation is used with the GameLift FleetIQ solution and game server |
| // groups. |
| // |
| // Retrieves information for a registered game server. Information includes |
| // game server status, health check info, and the instance that the game server |
| // is running on. |
| // |
| // To retrieve game server information, specify the game server ID. If successful, |
| // the requested game server object is returned. |
| // |
| // Learn more |
| // |
| // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) |
| // |
| // Related actions |
| // |
| // RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer |
| // | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeGameServer for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer |
| func (c *GameLift) DescribeGameServer(input *DescribeGameServerInput) (*DescribeGameServerOutput, error) { |
| req, out := c.DescribeGameServerRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeGameServerWithContext is the same as DescribeGameServer with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeGameServer for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeGameServerWithContext(ctx aws.Context, input *DescribeGameServerInput, opts ...request.Option) (*DescribeGameServerOutput, error) { |
| req, out := c.DescribeGameServerRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDescribeGameServerGroup = "DescribeGameServerGroup" |
| |
| // DescribeGameServerGroupRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeGameServerGroup operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeGameServerGroup for more information on using the DescribeGameServerGroup |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeGameServerGroupRequest method. |
| // req, resp := client.DescribeGameServerGroupRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup |
| func (c *GameLift) DescribeGameServerGroupRequest(input *DescribeGameServerGroupInput) (req *request.Request, output *DescribeGameServerGroupOutput) { |
| op := &request.Operation{ |
| Name: opDescribeGameServerGroup, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DescribeGameServerGroupInput{} |
| } |
| |
| output = &DescribeGameServerGroupOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeGameServerGroup API operation for Amazon GameLift. |
| // |
| // This operation is used with the GameLift FleetIQ solution and game server |
| // groups. |
| // |
| // Retrieves information on a game server group. This operation returns only |
| // properties related to GameLift FleetIQ. To view or update properties for |
| // the corresponding Auto Scaling group, such as launch template, auto scaling |
| // policies, and maximum/minimum group size, access the Auto Scaling group directly. |
| // |
| // To get attributes for a game server group, provide a group name or ARN value. |
| // If successful, a GameServerGroup object is returned. |
| // |
| // Learn more |
| // |
| // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) |
| // |
| // Related actions |
| // |
| // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | |
| // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup |
| // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeGameServerGroup for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup |
| func (c *GameLift) DescribeGameServerGroup(input *DescribeGameServerGroupInput) (*DescribeGameServerGroupOutput, error) { |
| req, out := c.DescribeGameServerGroupRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeGameServerGroupWithContext is the same as DescribeGameServerGroup with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeGameServerGroup for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeGameServerGroupWithContext(ctx aws.Context, input *DescribeGameServerGroupInput, opts ...request.Option) (*DescribeGameServerGroupOutput, error) { |
| req, out := c.DescribeGameServerGroupRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDescribeGameServerInstances = "DescribeGameServerInstances" |
| |
| // DescribeGameServerInstancesRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeGameServerInstances operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeGameServerInstances for more information on using the DescribeGameServerInstances |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeGameServerInstancesRequest method. |
| // req, resp := client.DescribeGameServerInstancesRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerInstances |
| func (c *GameLift) DescribeGameServerInstancesRequest(input *DescribeGameServerInstancesInput) (req *request.Request, output *DescribeGameServerInstancesOutput) { |
| op := &request.Operation{ |
| Name: opDescribeGameServerInstances, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &DescribeGameServerInstancesInput{} |
| } |
| |
| output = &DescribeGameServerInstancesOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeGameServerInstances API operation for Amazon GameLift. |
| // |
| // This operation is used with the GameLift FleetIQ solution and game server |
| // groups. |
| // |
| // Retrieves status information about the Amazon EC2 instances associated with |
| // a GameLift FleetIQ game server group. Use this operation to detect when instances |
| // are active or not available to host new game servers. If you are looking |
| // for instance configuration information, call DescribeGameServerGroup or access |
| // the corresponding Auto Scaling group properties. |
| // |
| // To request status for all instances in the game server group, provide a game |
| // server group ID only. To request status for specific instances, provide the |
| // game server group ID and one or more instance IDs. Use the pagination parameters |
| // to retrieve results in sequential segments. If successful, a collection of |
| // GameServerInstance objects is returned. |
| // |
| // This operation is not designed to be called with every game server claim |
| // request; this practice can cause you to exceed your API limit, which results |
| // in errors. Instead, as a best practice, cache the results and refresh your |
| // cache no more than once every 10 seconds. |
| // |
| // Learn more |
| // |
| // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) |
| // |
| // Related actions |
| // |
| // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | |
| // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup |
| // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeGameServerInstances for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerInstances |
| func (c *GameLift) DescribeGameServerInstances(input *DescribeGameServerInstancesInput) (*DescribeGameServerInstancesOutput, error) { |
| req, out := c.DescribeGameServerInstancesRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeGameServerInstancesWithContext is the same as DescribeGameServerInstances with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeGameServerInstances for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeGameServerInstancesWithContext(ctx aws.Context, input *DescribeGameServerInstancesInput, opts ...request.Option) (*DescribeGameServerInstancesOutput, error) { |
| req, out := c.DescribeGameServerInstancesRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // DescribeGameServerInstancesPages iterates over the pages of a DescribeGameServerInstances operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See DescribeGameServerInstances method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a DescribeGameServerInstances operation. |
| // pageNum := 0 |
| // err := client.DescribeGameServerInstancesPages(params, |
| // func(page *gamelift.DescribeGameServerInstancesOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) DescribeGameServerInstancesPages(input *DescribeGameServerInstancesInput, fn func(*DescribeGameServerInstancesOutput, bool) bool) error { |
| return c.DescribeGameServerInstancesPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // DescribeGameServerInstancesPagesWithContext same as DescribeGameServerInstancesPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeGameServerInstancesPagesWithContext(ctx aws.Context, input *DescribeGameServerInstancesInput, fn func(*DescribeGameServerInstancesOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *DescribeGameServerInstancesInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.DescribeGameServerInstancesRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*DescribeGameServerInstancesOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opDescribeGameSessionDetails = "DescribeGameSessionDetails" |
| |
| // DescribeGameSessionDetailsRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeGameSessionDetails operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeGameSessionDetails for more information on using the DescribeGameSessionDetails |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeGameSessionDetailsRequest method. |
| // req, resp := client.DescribeGameSessionDetailsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails |
| func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput) { |
| op := &request.Operation{ |
| Name: opDescribeGameSessionDetails, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &DescribeGameSessionDetailsInput{} |
| } |
| |
| output = &DescribeGameSessionDetailsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeGameSessionDetails API operation for Amazon GameLift. |
| // |
| // Retrieves additional game session properties, including the game session |
| // protection policy in force, a set of one or more game sessions in a specific |
| // fleet location. You can optionally filter the results by current game session |
| // status. Alternatively, use SearchGameSessions to request a set of active |
| // game sessions that are filtered by certain criteria. To retrieve all game |
| // session properties, use DescribeGameSessions. |
| // |
| // This operation can be used in the following ways: |
| // |
| // * To retrieve details for all game sessions that are currently running |
| // on all locations in a fleet, provide a fleet or alias ID, with an optional |
| // status filter. This approach returns details from the fleet's home Region |
| // and all remote locations. |
| // |
| // * To retrieve details for all game sessions that are currently running |
| // on a specific fleet location, provide a fleet or alias ID and a location |
| // name, with optional status filter. The location can be the fleet's home |
| // Region or any remote location. |
| // |
| // * To retrieve details for a specific game session, provide the game session |
| // ID. This approach looks for the game session ID in all fleets that reside |
| // in the Amazon Web Services Region defined in the request. |
| // |
| // Use the pagination parameters to retrieve results as a set of sequential |
| // pages. |
| // |
| // If successful, a GameSessionDetail object is returned for each game session |
| // that matches the request. |
| // |
| // Learn more |
| // |
| // Find a game session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-find) |
| // |
| // Related actions |
| // |
| // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions |
| // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | |
| // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeGameSessionDetails for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * TerminalRoutingStrategyException |
| // The service is unable to resolve the routing for a particular alias because |
| // it has a terminal RoutingStrategy associated with it. The message returned |
| // in this exception is the message defined in the routing strategy itself. |
| // Such requests should only be retried if the routing strategy for the specified |
| // alias is modified. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails |
| func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error) { |
| req, out := c.DescribeGameSessionDetailsRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeGameSessionDetailsWithContext is the same as DescribeGameSessionDetails with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeGameSessionDetails for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeGameSessionDetailsWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, opts ...request.Option) (*DescribeGameSessionDetailsOutput, error) { |
| req, out := c.DescribeGameSessionDetailsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // DescribeGameSessionDetailsPages iterates over the pages of a DescribeGameSessionDetails operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See DescribeGameSessionDetails method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a DescribeGameSessionDetails operation. |
| // pageNum := 0 |
| // err := client.DescribeGameSessionDetailsPages(params, |
| // func(page *gamelift.DescribeGameSessionDetailsOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) DescribeGameSessionDetailsPages(input *DescribeGameSessionDetailsInput, fn func(*DescribeGameSessionDetailsOutput, bool) bool) error { |
| return c.DescribeGameSessionDetailsPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // DescribeGameSessionDetailsPagesWithContext same as DescribeGameSessionDetailsPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeGameSessionDetailsPagesWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, fn func(*DescribeGameSessionDetailsOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *DescribeGameSessionDetailsInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.DescribeGameSessionDetailsRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*DescribeGameSessionDetailsOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opDescribeGameSessionPlacement = "DescribeGameSessionPlacement" |
| |
| // DescribeGameSessionPlacementRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeGameSessionPlacement operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeGameSessionPlacement for more information on using the DescribeGameSessionPlacement |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeGameSessionPlacementRequest method. |
| // req, resp := client.DescribeGameSessionPlacementRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement |
| func (c *GameLift) DescribeGameSessionPlacementRequest(input *DescribeGameSessionPlacementInput) (req *request.Request, output *DescribeGameSessionPlacementOutput) { |
| op := &request.Operation{ |
| Name: opDescribeGameSessionPlacement, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DescribeGameSessionPlacementInput{} |
| } |
| |
| output = &DescribeGameSessionPlacementOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeGameSessionPlacement API operation for Amazon GameLift. |
| // |
| // Retrieves information, including current status, about a game session placement |
| // request. |
| // |
| // To get game session placement details, specify the placement ID. |
| // |
| // This operation is not designed to be continually called to track game session |
| // status. This practice can cause you to exceed your API limit, which results |
| // in errors. Instead, you must configure configure an Amazon Simple Notification |
| // Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously |
| // polling with DescribeGameSessionPlacement should only be used for games in |
| // development with low game session usage. |
| // |
| // If successful, a GameSessionPlacement object is returned. |
| // |
| // Related actions |
| // |
| // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions |
| // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | |
| // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeGameSessionPlacement for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement |
| func (c *GameLift) DescribeGameSessionPlacement(input *DescribeGameSessionPlacementInput) (*DescribeGameSessionPlacementOutput, error) { |
| req, out := c.DescribeGameSessionPlacementRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeGameSessionPlacementWithContext is the same as DescribeGameSessionPlacement with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeGameSessionPlacement for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeGameSessionPlacementWithContext(ctx aws.Context, input *DescribeGameSessionPlacementInput, opts ...request.Option) (*DescribeGameSessionPlacementOutput, error) { |
| req, out := c.DescribeGameSessionPlacementRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDescribeGameSessionQueues = "DescribeGameSessionQueues" |
| |
| // DescribeGameSessionQueuesRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeGameSessionQueues operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeGameSessionQueues for more information on using the DescribeGameSessionQueues |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeGameSessionQueuesRequest method. |
| // req, resp := client.DescribeGameSessionQueuesRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues |
| func (c *GameLift) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQueuesInput) (req *request.Request, output *DescribeGameSessionQueuesOutput) { |
| op := &request.Operation{ |
| Name: opDescribeGameSessionQueues, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &DescribeGameSessionQueuesInput{} |
| } |
| |
| output = &DescribeGameSessionQueuesOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeGameSessionQueues API operation for Amazon GameLift. |
| // |
| // Retrieves the properties for one or more game session queues. When requesting |
| // multiple queues, use the pagination parameters to retrieve results as a set |
| // of sequential pages. If successful, a GameSessionQueue object is returned |
| // for each requested queue. When specifying a list of queues, objects are returned |
| // only for queues that currently exist in the Region. |
| // |
| // Learn more |
| // |
| // View Your Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-console.html) |
| // |
| // Related actions |
| // |
| // CreateGameSessionQueue (https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateGameSessionQueue.html) |
| // | DescribeGameSessionQueues (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionQueues.html) |
| // | UpdateGameSessionQueue (https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSessionQueue.html) |
| // | DeleteGameSessionQueue (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DeleteGameSessionQueue.html) |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeGameSessionQueues for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues |
| func (c *GameLift) DescribeGameSessionQueues(input *DescribeGameSessionQueuesInput) (*DescribeGameSessionQueuesOutput, error) { |
| req, out := c.DescribeGameSessionQueuesRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeGameSessionQueuesWithContext is the same as DescribeGameSessionQueues with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeGameSessionQueues for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeGameSessionQueuesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, opts ...request.Option) (*DescribeGameSessionQueuesOutput, error) { |
| req, out := c.DescribeGameSessionQueuesRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // DescribeGameSessionQueuesPages iterates over the pages of a DescribeGameSessionQueues operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See DescribeGameSessionQueues method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a DescribeGameSessionQueues operation. |
| // pageNum := 0 |
| // err := client.DescribeGameSessionQueuesPages(params, |
| // func(page *gamelift.DescribeGameSessionQueuesOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) DescribeGameSessionQueuesPages(input *DescribeGameSessionQueuesInput, fn func(*DescribeGameSessionQueuesOutput, bool) bool) error { |
| return c.DescribeGameSessionQueuesPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // DescribeGameSessionQueuesPagesWithContext same as DescribeGameSessionQueuesPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeGameSessionQueuesPagesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, fn func(*DescribeGameSessionQueuesOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *DescribeGameSessionQueuesInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.DescribeGameSessionQueuesRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*DescribeGameSessionQueuesOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opDescribeGameSessions = "DescribeGameSessions" |
| |
| // DescribeGameSessionsRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeGameSessions operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeGameSessions for more information on using the DescribeGameSessions |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeGameSessionsRequest method. |
| // req, resp := client.DescribeGameSessionsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions |
| func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput) { |
| op := &request.Operation{ |
| Name: opDescribeGameSessions, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &DescribeGameSessionsInput{} |
| } |
| |
| output = &DescribeGameSessionsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeGameSessions API operation for Amazon GameLift. |
| // |
| // Retrieves a set of one or more game sessions in a specific fleet location. |
| // You can optionally filter the results by current game session status. Alternatively, |
| // use SearchGameSessions to request a set of active game sessions that are |
| // filtered by certain criteria. To retrieve the protection policy for game |
| // sessions, use DescribeGameSessionDetails. |
| // |
| // This operation is not designed to be continually called to track game session |
| // status. This practice can cause you to exceed your API limit, which results |
| // in errors. Instead, you must configure configure an Amazon Simple Notification |
| // Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously |
| // polling with DescribeGameSessions should only be used for games in development |
| // with low game session usage. |
| // |
| // This operation can be used in the following ways: |
| // |
| // * To retrieve all game sessions that are currently running on all locations |
| // in a fleet, provide a fleet or alias ID, with an optional status filter. |
| // This approach returns all game sessions in the fleet's home Region and |
| // all remote locations. |
| // |
| // * To retrieve all game sessions that are currently running on a specific |
| // fleet location, provide a fleet or alias ID and a location name, with |
| // optional status filter. The location can be the fleet's home Region or |
| // any remote location. |
| // |
| // * To retrieve a specific game session, provide the game session ID. This |
| // approach looks for the game session ID in all fleets that reside in the |
| // Amazon Web Services Region defined in the request. |
| // |
| // Use the pagination parameters to retrieve results as a set of sequential |
| // pages. |
| // |
| // If successful, a GameSession object is returned for each game session that |
| // matches the request. |
| // |
| // This operation is not designed to be continually called to track matchmaking |
| // ticket status. This practice can cause you to exceed your API limit, which |
| // results in errors. Instead, as a best practice, set up an Amazon Simple Notification |
| // Service to receive notifications, and provide the topic ARN in the matchmaking |
| // configuration. Continuously poling ticket status with DescribeGameSessions |
| // should only be used for games in development with low matchmaking usage. |
| // |
| // Available in Amazon GameLift Local. |
| // |
| // Learn more |
| // |
| // Find a game session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-find) |
| // |
| // Related actions |
| // |
| // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions |
| // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | |
| // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeGameSessions for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * TerminalRoutingStrategyException |
| // The service is unable to resolve the routing for a particular alias because |
| // it has a terminal RoutingStrategy associated with it. The message returned |
| // in this exception is the message defined in the routing strategy itself. |
| // Such requests should only be retried if the routing strategy for the specified |
| // alias is modified. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions |
| func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error) { |
| req, out := c.DescribeGameSessionsRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeGameSessionsWithContext is the same as DescribeGameSessions with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeGameSessions for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeGameSessionsWithContext(ctx aws.Context, input *DescribeGameSessionsInput, opts ...request.Option) (*DescribeGameSessionsOutput, error) { |
| req, out := c.DescribeGameSessionsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // DescribeGameSessionsPages iterates over the pages of a DescribeGameSessions operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See DescribeGameSessions method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a DescribeGameSessions operation. |
| // pageNum := 0 |
| // err := client.DescribeGameSessionsPages(params, |
| // func(page *gamelift.DescribeGameSessionsOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) DescribeGameSessionsPages(input *DescribeGameSessionsInput, fn func(*DescribeGameSessionsOutput, bool) bool) error { |
| return c.DescribeGameSessionsPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // DescribeGameSessionsPagesWithContext same as DescribeGameSessionsPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeGameSessionsPagesWithContext(ctx aws.Context, input *DescribeGameSessionsInput, fn func(*DescribeGameSessionsOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *DescribeGameSessionsInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.DescribeGameSessionsRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*DescribeGameSessionsOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opDescribeInstances = "DescribeInstances" |
| |
| // DescribeInstancesRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeInstances operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeInstances for more information on using the DescribeInstances |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeInstancesRequest method. |
| // req, resp := client.DescribeInstancesRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances |
| func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req *request.Request, output *DescribeInstancesOutput) { |
| op := &request.Operation{ |
| Name: opDescribeInstances, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &DescribeInstancesInput{} |
| } |
| |
| output = &DescribeInstancesOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeInstances API operation for Amazon GameLift. |
| // |
| // Retrieves information about a fleet's instances, including instance IDs, |
| // connection data, and status. |
| // |
| // This operation can be used in the following ways: |
| // |
| // * To get information on all instances that are deployed to a fleet's home |
| // Region, provide the fleet ID. |
| // |
| // * To get information on all instances that are deployed to a fleet's remote |
| // location, provide the fleet ID and location name. |
| // |
| // * To get information on a specific instance in a fleet, provide the fleet |
| // ID and instance ID. |
| // |
| // Use the pagination parameters to retrieve results as a set of sequential |
| // pages. |
| // |
| // If successful, an Instance object is returned for each requested instance. |
| // Instances are not returned in any particular order. |
| // |
| // Learn more |
| // |
| // Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html) |
| // |
| // Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html) |
| // |
| // Related actions |
| // |
| // DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs |
| // by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeInstances for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances |
| func (c *GameLift) DescribeInstances(input *DescribeInstancesInput) (*DescribeInstancesOutput, error) { |
| req, out := c.DescribeInstancesRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeInstancesWithContext is the same as DescribeInstances with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeInstances for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeInstancesWithContext(ctx aws.Context, input *DescribeInstancesInput, opts ...request.Option) (*DescribeInstancesOutput, error) { |
| req, out := c.DescribeInstancesRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // DescribeInstancesPages iterates over the pages of a DescribeInstances operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See DescribeInstances method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a DescribeInstances operation. |
| // pageNum := 0 |
| // err := client.DescribeInstancesPages(params, |
| // func(page *gamelift.DescribeInstancesOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) DescribeInstancesPages(input *DescribeInstancesInput, fn func(*DescribeInstancesOutput, bool) bool) error { |
| return c.DescribeInstancesPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // DescribeInstancesPagesWithContext same as DescribeInstancesPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeInstancesPagesWithContext(ctx aws.Context, input *DescribeInstancesInput, fn func(*DescribeInstancesOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *DescribeInstancesInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.DescribeInstancesRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*DescribeInstancesOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opDescribeMatchmaking = "DescribeMatchmaking" |
| |
| // DescribeMatchmakingRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeMatchmaking operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeMatchmaking for more information on using the DescribeMatchmaking |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeMatchmakingRequest method. |
| // req, resp := client.DescribeMatchmakingRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking |
| func (c *GameLift) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) (req *request.Request, output *DescribeMatchmakingOutput) { |
| op := &request.Operation{ |
| Name: opDescribeMatchmaking, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DescribeMatchmakingInput{} |
| } |
| |
| output = &DescribeMatchmakingOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeMatchmaking API operation for Amazon GameLift. |
| // |
| // Retrieves one or more matchmaking tickets. Use this operation to retrieve |
| // ticket information, including--after a successful match is made--connection |
| // information for the resulting new game session. |
| // |
| // To request matchmaking tickets, provide a list of up to 10 ticket IDs. If |
| // the request is successful, a ticket object is returned for each requested |
| // ID that currently exists. |
| // |
| // This operation is not designed to be continually called to track matchmaking |
| // ticket status. This practice can cause you to exceed your API limit, which |
| // results in errors. Instead, as a best practice, set up an Amazon Simple Notification |
| // Service to receive notifications, and provide the topic ARN in the matchmaking |
| // configuration. Continuously polling ticket status with DescribeMatchmaking |
| // should only be used for games in development with low matchmaking usage. |
| // |
| // Learn more |
| // |
| // Add FlexMatch to a game client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) |
| // |
| // Set Up FlexMatch event notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) |
| // |
| // Related actions |
| // |
| // StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | |
| // StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeMatchmaking for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking |
| func (c *GameLift) DescribeMatchmaking(input *DescribeMatchmakingInput) (*DescribeMatchmakingOutput, error) { |
| req, out := c.DescribeMatchmakingRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeMatchmakingWithContext is the same as DescribeMatchmaking with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeMatchmaking for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeMatchmakingWithContext(ctx aws.Context, input *DescribeMatchmakingInput, opts ...request.Option) (*DescribeMatchmakingOutput, error) { |
| req, out := c.DescribeMatchmakingRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDescribeMatchmakingConfigurations = "DescribeMatchmakingConfigurations" |
| |
| // DescribeMatchmakingConfigurationsRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeMatchmakingConfigurations operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeMatchmakingConfigurations for more information on using the DescribeMatchmakingConfigurations |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeMatchmakingConfigurationsRequest method. |
| // req, resp := client.DescribeMatchmakingConfigurationsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations |
| func (c *GameLift) DescribeMatchmakingConfigurationsRequest(input *DescribeMatchmakingConfigurationsInput) (req *request.Request, output *DescribeMatchmakingConfigurationsOutput) { |
| op := &request.Operation{ |
| Name: opDescribeMatchmakingConfigurations, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &DescribeMatchmakingConfigurationsInput{} |
| } |
| |
| output = &DescribeMatchmakingConfigurationsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeMatchmakingConfigurations API operation for Amazon GameLift. |
| // |
| // Retrieves the details of FlexMatch matchmaking configurations. |
| // |
| // This operation offers the following options: (1) retrieve all matchmaking |
| // configurations, (2) retrieve configurations for a specified list, or (3) |
| // retrieve all configurations that use a specified rule set name. When requesting |
| // multiple items, use the pagination parameters to retrieve results as a set |
| // of sequential pages. |
| // |
| // If successful, a configuration is returned for each requested name. When |
| // specifying a list of names, only configurations that currently exist are |
| // returned. |
| // |
| // Learn more |
| // |
| // Setting up FlexMatch matchmakers (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/matchmaker-build.html) |
| // |
| // Related actions |
| // |
| // CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration |
| // | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets |
| // | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeMatchmakingConfigurations for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations |
| func (c *GameLift) DescribeMatchmakingConfigurations(input *DescribeMatchmakingConfigurationsInput) (*DescribeMatchmakingConfigurationsOutput, error) { |
| req, out := c.DescribeMatchmakingConfigurationsRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeMatchmakingConfigurationsWithContext is the same as DescribeMatchmakingConfigurations with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeMatchmakingConfigurations for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeMatchmakingConfigurationsWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, opts ...request.Option) (*DescribeMatchmakingConfigurationsOutput, error) { |
| req, out := c.DescribeMatchmakingConfigurationsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // DescribeMatchmakingConfigurationsPages iterates over the pages of a DescribeMatchmakingConfigurations operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See DescribeMatchmakingConfigurations method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a DescribeMatchmakingConfigurations operation. |
| // pageNum := 0 |
| // err := client.DescribeMatchmakingConfigurationsPages(params, |
| // func(page *gamelift.DescribeMatchmakingConfigurationsOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) DescribeMatchmakingConfigurationsPages(input *DescribeMatchmakingConfigurationsInput, fn func(*DescribeMatchmakingConfigurationsOutput, bool) bool) error { |
| return c.DescribeMatchmakingConfigurationsPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // DescribeMatchmakingConfigurationsPagesWithContext same as DescribeMatchmakingConfigurationsPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeMatchmakingConfigurationsPagesWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, fn func(*DescribeMatchmakingConfigurationsOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *DescribeMatchmakingConfigurationsInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.DescribeMatchmakingConfigurationsRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*DescribeMatchmakingConfigurationsOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opDescribeMatchmakingRuleSets = "DescribeMatchmakingRuleSets" |
| |
| // DescribeMatchmakingRuleSetsRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeMatchmakingRuleSets operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeMatchmakingRuleSets for more information on using the DescribeMatchmakingRuleSets |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeMatchmakingRuleSetsRequest method. |
| // req, resp := client.DescribeMatchmakingRuleSetsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets |
| func (c *GameLift) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmakingRuleSetsInput) (req *request.Request, output *DescribeMatchmakingRuleSetsOutput) { |
| op := &request.Operation{ |
| Name: opDescribeMatchmakingRuleSets, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &DescribeMatchmakingRuleSetsInput{} |
| } |
| |
| output = &DescribeMatchmakingRuleSetsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeMatchmakingRuleSets API operation for Amazon GameLift. |
| // |
| // Retrieves the details for FlexMatch matchmaking rule sets. You can request |
| // all existing rule sets for the Region, or provide a list of one or more rule |
| // set names. When requesting multiple items, use the pagination parameters |
| // to retrieve results as a set of sequential pages. If successful, a rule set |
| // is returned for each requested name. |
| // |
| // Learn more |
| // |
| // * Build a rule set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html) |
| // |
| // Related actions |
| // |
| // CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration |
| // | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets |
| // | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeMatchmakingRuleSets for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets |
| func (c *GameLift) DescribeMatchmakingRuleSets(input *DescribeMatchmakingRuleSetsInput) (*DescribeMatchmakingRuleSetsOutput, error) { |
| req, out := c.DescribeMatchmakingRuleSetsRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeMatchmakingRuleSetsWithContext is the same as DescribeMatchmakingRuleSets with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeMatchmakingRuleSets for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeMatchmakingRuleSetsWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, opts ...request.Option) (*DescribeMatchmakingRuleSetsOutput, error) { |
| req, out := c.DescribeMatchmakingRuleSetsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // DescribeMatchmakingRuleSetsPages iterates over the pages of a DescribeMatchmakingRuleSets operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See DescribeMatchmakingRuleSets method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a DescribeMatchmakingRuleSets operation. |
| // pageNum := 0 |
| // err := client.DescribeMatchmakingRuleSetsPages(params, |
| // func(page *gamelift.DescribeMatchmakingRuleSetsOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) DescribeMatchmakingRuleSetsPages(input *DescribeMatchmakingRuleSetsInput, fn func(*DescribeMatchmakingRuleSetsOutput, bool) bool) error { |
| return c.DescribeMatchmakingRuleSetsPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // DescribeMatchmakingRuleSetsPagesWithContext same as DescribeMatchmakingRuleSetsPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeMatchmakingRuleSetsPagesWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, fn func(*DescribeMatchmakingRuleSetsOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *DescribeMatchmakingRuleSetsInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.DescribeMatchmakingRuleSetsRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*DescribeMatchmakingRuleSetsOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opDescribePlayerSessions = "DescribePlayerSessions" |
| |
| // DescribePlayerSessionsRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribePlayerSessions operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribePlayerSessions for more information on using the DescribePlayerSessions |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribePlayerSessionsRequest method. |
| // req, resp := client.DescribePlayerSessionsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions |
| func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput) { |
| op := &request.Operation{ |
| Name: opDescribePlayerSessions, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &DescribePlayerSessionsInput{} |
| } |
| |
| output = &DescribePlayerSessionsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribePlayerSessions API operation for Amazon GameLift. |
| // |
| // Retrieves properties for one or more player sessions. |
| // |
| // This action can be used in the following ways: |
| // |
| // * To retrieve a specific player session, provide the player session ID |
| // only. |
| // |
| // * To retrieve all player sessions in a game session, provide the game |
| // session ID only. |
| // |
| // * To retrieve all player sessions for a specific player, provide a player |
| // ID only. |
| // |
| // To request player sessions, specify either a player session ID, game session |
| // ID, or player ID. You can filter this request by player session status. Use |
| // the pagination parameters to retrieve results as a set of sequential pages. |
| // |
| // If successful, a PlayerSession object is returned for each session that matches |
| // the request. |
| // |
| // Available in Amazon GameLift Local. |
| // |
| // Related actions |
| // |
| // CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement |
| // | DescribeGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribePlayerSessions for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions |
| func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error) { |
| req, out := c.DescribePlayerSessionsRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribePlayerSessionsWithContext is the same as DescribePlayerSessions with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribePlayerSessions for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribePlayerSessionsWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, opts ...request.Option) (*DescribePlayerSessionsOutput, error) { |
| req, out := c.DescribePlayerSessionsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // DescribePlayerSessionsPages iterates over the pages of a DescribePlayerSessions operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See DescribePlayerSessions method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a DescribePlayerSessions operation. |
| // pageNum := 0 |
| // err := client.DescribePlayerSessionsPages(params, |
| // func(page *gamelift.DescribePlayerSessionsOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) DescribePlayerSessionsPages(input *DescribePlayerSessionsInput, fn func(*DescribePlayerSessionsOutput, bool) bool) error { |
| return c.DescribePlayerSessionsPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // DescribePlayerSessionsPagesWithContext same as DescribePlayerSessionsPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribePlayerSessionsPagesWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, fn func(*DescribePlayerSessionsOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *DescribePlayerSessionsInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.DescribePlayerSessionsRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*DescribePlayerSessionsOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opDescribeRuntimeConfiguration = "DescribeRuntimeConfiguration" |
| |
| // DescribeRuntimeConfigurationRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeRuntimeConfiguration operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeRuntimeConfiguration for more information on using the DescribeRuntimeConfiguration |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeRuntimeConfigurationRequest method. |
| // req, resp := client.DescribeRuntimeConfigurationRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration |
| func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput) { |
| op := &request.Operation{ |
| Name: opDescribeRuntimeConfiguration, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DescribeRuntimeConfigurationInput{} |
| } |
| |
| output = &DescribeRuntimeConfigurationOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeRuntimeConfiguration API operation for Amazon GameLift. |
| // |
| // Retrieves a fleet's runtime configuration settings. The runtime configuration |
| // tells GameLift which server processes to run (and how) on each instance in |
| // the fleet. |
| // |
| // To get the runtime configuration that is currently in forces for a fleet, |
| // provide the fleet ID. |
| // |
| // If successful, a RuntimeConfiguration object is returned for the requested |
| // fleet. If the requested fleet has been deleted, the result set is empty. |
| // |
| // Learn more |
| // |
| // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // Running multiple processes on a fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html) |
| // |
| // Related actions |
| // |
| // ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity |
| // | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings |
| // | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeRuntimeConfiguration for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration |
| func (c *GameLift) DescribeRuntimeConfiguration(input *DescribeRuntimeConfigurationInput) (*DescribeRuntimeConfigurationOutput, error) { |
| req, out := c.DescribeRuntimeConfigurationRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeRuntimeConfigurationWithContext is the same as DescribeRuntimeConfiguration with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeRuntimeConfiguration for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeRuntimeConfigurationWithContext(ctx aws.Context, input *DescribeRuntimeConfigurationInput, opts ...request.Option) (*DescribeRuntimeConfigurationOutput, error) { |
| req, out := c.DescribeRuntimeConfigurationRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDescribeScalingPolicies = "DescribeScalingPolicies" |
| |
| // DescribeScalingPoliciesRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeScalingPolicies operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeScalingPolicies for more information on using the DescribeScalingPolicies |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeScalingPoliciesRequest method. |
| // req, resp := client.DescribeScalingPoliciesRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies |
| func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPoliciesInput) (req *request.Request, output *DescribeScalingPoliciesOutput) { |
| op := &request.Operation{ |
| Name: opDescribeScalingPolicies, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &DescribeScalingPoliciesInput{} |
| } |
| |
| output = &DescribeScalingPoliciesOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeScalingPolicies API operation for Amazon GameLift. |
| // |
| // Retrieves all scaling policies applied to a fleet. |
| // |
| // To get a fleet's scaling policies, specify the fleet ID. You can filter this |
| // request by policy status, such as to retrieve only active scaling policies. |
| // Use the pagination parameters to retrieve results as a set of sequential |
| // pages. If successful, set of ScalingPolicy objects is returned for the fleet. |
| // |
| // A fleet may have all of its scaling policies suspended (StopFleetActions). |
| // This operation does not affect the status of the scaling policies, which |
| // remains ACTIVE. To see whether a fleet's scaling policies are in force or |
| // suspended, call DescribeFleetAttributes and check the stopped actions. |
| // |
| // Related actions |
| // |
| // DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | |
| // PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions |
| // | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeScalingPolicies for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPolicies |
| func (c *GameLift) DescribeScalingPolicies(input *DescribeScalingPoliciesInput) (*DescribeScalingPoliciesOutput, error) { |
| req, out := c.DescribeScalingPoliciesRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeScalingPoliciesWithContext is the same as DescribeScalingPolicies with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeScalingPolicies for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeScalingPoliciesWithContext(ctx aws.Context, input *DescribeScalingPoliciesInput, opts ...request.Option) (*DescribeScalingPoliciesOutput, error) { |
| req, out := c.DescribeScalingPoliciesRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // DescribeScalingPoliciesPages iterates over the pages of a DescribeScalingPolicies operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See DescribeScalingPolicies method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a DescribeScalingPolicies operation. |
| // pageNum := 0 |
| // err := client.DescribeScalingPoliciesPages(params, |
| // func(page *gamelift.DescribeScalingPoliciesOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) DescribeScalingPoliciesPages(input *DescribeScalingPoliciesInput, fn func(*DescribeScalingPoliciesOutput, bool) bool) error { |
| return c.DescribeScalingPoliciesPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // DescribeScalingPoliciesPagesWithContext same as DescribeScalingPoliciesPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeScalingPoliciesPagesWithContext(ctx aws.Context, input *DescribeScalingPoliciesInput, fn func(*DescribeScalingPoliciesOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *DescribeScalingPoliciesInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.DescribeScalingPoliciesRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*DescribeScalingPoliciesOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opDescribeScript = "DescribeScript" |
| |
| // DescribeScriptRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeScript operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeScript for more information on using the DescribeScript |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeScriptRequest method. |
| // req, resp := client.DescribeScriptRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScript |
| func (c *GameLift) DescribeScriptRequest(input *DescribeScriptInput) (req *request.Request, output *DescribeScriptOutput) { |
| op := &request.Operation{ |
| Name: opDescribeScript, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DescribeScriptInput{} |
| } |
| |
| output = &DescribeScriptOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeScript API operation for Amazon GameLift. |
| // |
| // Retrieves properties for a Realtime script. |
| // |
| // To request a script record, specify the script ID. If successful, an object |
| // containing the script properties is returned. |
| // |
| // Learn more |
| // |
| // Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) |
| // |
| // Related actions |
| // |
| // CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeScript for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScript |
| func (c *GameLift) DescribeScript(input *DescribeScriptInput) (*DescribeScriptOutput, error) { |
| req, out := c.DescribeScriptRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeScriptWithContext is the same as DescribeScript with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeScript for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeScriptWithContext(ctx aws.Context, input *DescribeScriptInput, opts ...request.Option) (*DescribeScriptOutput, error) { |
| req, out := c.DescribeScriptRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDescribeVpcPeeringAuthorizations = "DescribeVpcPeeringAuthorizations" |
| |
| // DescribeVpcPeeringAuthorizationsRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeVpcPeeringAuthorizations operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeVpcPeeringAuthorizations for more information on using the DescribeVpcPeeringAuthorizations |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeVpcPeeringAuthorizationsRequest method. |
| // req, resp := client.DescribeVpcPeeringAuthorizationsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations |
| func (c *GameLift) DescribeVpcPeeringAuthorizationsRequest(input *DescribeVpcPeeringAuthorizationsInput) (req *request.Request, output *DescribeVpcPeeringAuthorizationsOutput) { |
| op := &request.Operation{ |
| Name: opDescribeVpcPeeringAuthorizations, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DescribeVpcPeeringAuthorizationsInput{} |
| } |
| |
| output = &DescribeVpcPeeringAuthorizationsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeVpcPeeringAuthorizations API operation for Amazon GameLift. |
| // |
| // Retrieves valid VPC peering authorizations that are pending for the Amazon |
| // Web Services account. This operation returns all VPC peering authorizations |
| // and requests for peering. This includes those initiated and received by this |
| // account. |
| // |
| // Related actions |
| // |
| // CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization |
| // | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeVpcPeeringAuthorizations for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations |
| func (c *GameLift) DescribeVpcPeeringAuthorizations(input *DescribeVpcPeeringAuthorizationsInput) (*DescribeVpcPeeringAuthorizationsOutput, error) { |
| req, out := c.DescribeVpcPeeringAuthorizationsRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeVpcPeeringAuthorizationsWithContext is the same as DescribeVpcPeeringAuthorizations with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeVpcPeeringAuthorizations for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeVpcPeeringAuthorizationsWithContext(ctx aws.Context, input *DescribeVpcPeeringAuthorizationsInput, opts ...request.Option) (*DescribeVpcPeeringAuthorizationsOutput, error) { |
| req, out := c.DescribeVpcPeeringAuthorizationsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opDescribeVpcPeeringConnections = "DescribeVpcPeeringConnections" |
| |
| // DescribeVpcPeeringConnectionsRequest generates a "aws/request.Request" representing the |
| // client's request for the DescribeVpcPeeringConnections operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See DescribeVpcPeeringConnections for more information on using the DescribeVpcPeeringConnections |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the DescribeVpcPeeringConnectionsRequest method. |
| // req, resp := client.DescribeVpcPeeringConnectionsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections |
| func (c *GameLift) DescribeVpcPeeringConnectionsRequest(input *DescribeVpcPeeringConnectionsInput) (req *request.Request, output *DescribeVpcPeeringConnectionsOutput) { |
| op := &request.Operation{ |
| Name: opDescribeVpcPeeringConnections, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &DescribeVpcPeeringConnectionsInput{} |
| } |
| |
| output = &DescribeVpcPeeringConnectionsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // DescribeVpcPeeringConnections API operation for Amazon GameLift. |
| // |
| // Retrieves information on VPC peering connections. Use this operation to get |
| // peering information for all fleets or for one specific fleet ID. |
| // |
| // To retrieve connection information, call this operation from the Amazon Web |
| // Services account that is used to manage the Amazon GameLift fleets. Specify |
| // a fleet ID or leave the parameter empty to retrieve all connection records. |
| // If successful, the retrieved information includes both active and pending |
| // connections. Active connections identify the IpV4 CIDR block that the VPC |
| // uses to connect. |
| // |
| // Related actions |
| // |
| // CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization |
| // | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation DescribeVpcPeeringConnections for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections |
| func (c *GameLift) DescribeVpcPeeringConnections(input *DescribeVpcPeeringConnectionsInput) (*DescribeVpcPeeringConnectionsOutput, error) { |
| req, out := c.DescribeVpcPeeringConnectionsRequest(input) |
| return out, req.Send() |
| } |
| |
| // DescribeVpcPeeringConnectionsWithContext is the same as DescribeVpcPeeringConnections with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See DescribeVpcPeeringConnections for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) DescribeVpcPeeringConnectionsWithContext(ctx aws.Context, input *DescribeVpcPeeringConnectionsInput, opts ...request.Option) (*DescribeVpcPeeringConnectionsOutput, error) { |
| req, out := c.DescribeVpcPeeringConnectionsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opGetGameSessionLogUrl = "GetGameSessionLogUrl" |
| |
| // GetGameSessionLogUrlRequest generates a "aws/request.Request" representing the |
| // client's request for the GetGameSessionLogUrl operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See GetGameSessionLogUrl for more information on using the GetGameSessionLogUrl |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the GetGameSessionLogUrlRequest method. |
| // req, resp := client.GetGameSessionLogUrlRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl |
| func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) (req *request.Request, output *GetGameSessionLogUrlOutput) { |
| op := &request.Operation{ |
| Name: opGetGameSessionLogUrl, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &GetGameSessionLogUrlInput{} |
| } |
| |
| output = &GetGameSessionLogUrlOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // GetGameSessionLogUrl API operation for Amazon GameLift. |
| // |
| // Retrieves the location of stored game session logs for a specified game session. |
| // When a game session is terminated, GameLift automatically stores the logs |
| // in Amazon S3 and retains them for 14 days. Use this URL to download the logs. |
| // |
| // See the Amazon Web Services Service Limits (https://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift) |
| // page for maximum log file sizes. Log files that exceed this limit are not |
| // saved. |
| // |
| // Related actions |
| // |
| // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions |
| // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | |
| // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation GetGameSessionLogUrl for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrl |
| func (c *GameLift) GetGameSessionLogUrl(input *GetGameSessionLogUrlInput) (*GetGameSessionLogUrlOutput, error) { |
| req, out := c.GetGameSessionLogUrlRequest(input) |
| return out, req.Send() |
| } |
| |
| // GetGameSessionLogUrlWithContext is the same as GetGameSessionLogUrl with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See GetGameSessionLogUrl for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) GetGameSessionLogUrlWithContext(ctx aws.Context, input *GetGameSessionLogUrlInput, opts ...request.Option) (*GetGameSessionLogUrlOutput, error) { |
| req, out := c.GetGameSessionLogUrlRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opGetInstanceAccess = "GetInstanceAccess" |
| |
| // GetInstanceAccessRequest generates a "aws/request.Request" representing the |
| // client's request for the GetInstanceAccess operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See GetInstanceAccess for more information on using the GetInstanceAccess |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the GetInstanceAccessRequest method. |
| // req, resp := client.GetInstanceAccessRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess |
| func (c *GameLift) GetInstanceAccessRequest(input *GetInstanceAccessInput) (req *request.Request, output *GetInstanceAccessOutput) { |
| op := &request.Operation{ |
| Name: opGetInstanceAccess, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &GetInstanceAccessInput{} |
| } |
| |
| output = &GetInstanceAccessOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // GetInstanceAccess API operation for Amazon GameLift. |
| // |
| // Requests remote access to a fleet instance. Remote access is useful for debugging, |
| // gathering benchmarking data, or observing activity in real time. |
| // |
| // To remotely access an instance, you need credentials that match the operating |
| // system of the instance. For a Windows instance, GameLift returns a user name |
| // and password as strings for use with a Windows Remote Desktop client. For |
| // a Linux instance, GameLift returns a user name and RSA private key, also |
| // as strings, for use with an SSH client. The private key must be saved in |
| // the proper format to a .pem file before using. If you're making this request |
| // using the CLI, saving the secret can be handled as part of the GetInstanceAccess |
| // request, as shown in one of the examples for this operation. |
| // |
| // To request access to a specific instance, specify the IDs of both the instance |
| // and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling |
| // DescribeInstances. If successful, an InstanceAccess object is returned that |
| // contains the instance's IP address and a set of credentials. |
| // |
| // Learn more |
| // |
| // Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html) |
| // |
| // Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html) |
| // |
| // Related actions |
| // |
| // DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs |
| // by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation GetInstanceAccess for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccess |
| func (c *GameLift) GetInstanceAccess(input *GetInstanceAccessInput) (*GetInstanceAccessOutput, error) { |
| req, out := c.GetInstanceAccessRequest(input) |
| return out, req.Send() |
| } |
| |
| // GetInstanceAccessWithContext is the same as GetInstanceAccess with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See GetInstanceAccess for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) GetInstanceAccessWithContext(ctx aws.Context, input *GetInstanceAccessInput, opts ...request.Option) (*GetInstanceAccessOutput, error) { |
| req, out := c.GetInstanceAccessRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opListAliases = "ListAliases" |
| |
| // ListAliasesRequest generates a "aws/request.Request" representing the |
| // client's request for the ListAliases operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See ListAliases for more information on using the ListAliases |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the ListAliasesRequest method. |
| // req, resp := client.ListAliasesRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases |
| func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Request, output *ListAliasesOutput) { |
| op := &request.Operation{ |
| Name: opListAliases, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &ListAliasesInput{} |
| } |
| |
| output = &ListAliasesOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // ListAliases API operation for Amazon GameLift. |
| // |
| // Retrieves all aliases for this Amazon Web Services account. You can filter |
| // the result set by alias name and/or routing strategy type. Use the pagination |
| // parameters to retrieve results in sequential pages. |
| // |
| // Returned aliases are not listed in any particular order. |
| // |
| // Related actions |
| // |
| // CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation ListAliases for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliases |
| func (c *GameLift) ListAliases(input *ListAliasesInput) (*ListAliasesOutput, error) { |
| req, out := c.ListAliasesRequest(input) |
| return out, req.Send() |
| } |
| |
| // ListAliasesWithContext is the same as ListAliases with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See ListAliases for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) ListAliasesWithContext(ctx aws.Context, input *ListAliasesInput, opts ...request.Option) (*ListAliasesOutput, error) { |
| req, out := c.ListAliasesRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // ListAliasesPages iterates over the pages of a ListAliases operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See ListAliases method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a ListAliases operation. |
| // pageNum := 0 |
| // err := client.ListAliasesPages(params, |
| // func(page *gamelift.ListAliasesOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) ListAliasesPages(input *ListAliasesInput, fn func(*ListAliasesOutput, bool) bool) error { |
| return c.ListAliasesPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // ListAliasesPagesWithContext same as ListAliasesPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) ListAliasesPagesWithContext(ctx aws.Context, input *ListAliasesInput, fn func(*ListAliasesOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *ListAliasesInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.ListAliasesRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*ListAliasesOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opListBuilds = "ListBuilds" |
| |
| // ListBuildsRequest generates a "aws/request.Request" representing the |
| // client's request for the ListBuilds operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See ListBuilds for more information on using the ListBuilds |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the ListBuildsRequest method. |
| // req, resp := client.ListBuildsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds |
| func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Request, output *ListBuildsOutput) { |
| op := &request.Operation{ |
| Name: opListBuilds, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &ListBuildsInput{} |
| } |
| |
| output = &ListBuildsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // ListBuilds API operation for Amazon GameLift. |
| // |
| // Retrieves build resources for all builds associated with the Amazon Web Services |
| // account in use. You can limit results to builds that are in a specific status |
| // by using the Status parameter. Use the pagination parameters to retrieve |
| // results in a set of sequential pages. |
| // |
| // Build resources are not listed in any particular order. |
| // |
| // Learn more |
| // |
| // Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) |
| // |
| // Related actions |
| // |
| // CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All |
| // APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation ListBuilds for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuilds |
| func (c *GameLift) ListBuilds(input *ListBuildsInput) (*ListBuildsOutput, error) { |
| req, out := c.ListBuildsRequest(input) |
| return out, req.Send() |
| } |
| |
| // ListBuildsWithContext is the same as ListBuilds with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See ListBuilds for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) ListBuildsWithContext(ctx aws.Context, input *ListBuildsInput, opts ...request.Option) (*ListBuildsOutput, error) { |
| req, out := c.ListBuildsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // ListBuildsPages iterates over the pages of a ListBuilds operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See ListBuilds method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a ListBuilds operation. |
| // pageNum := 0 |
| // err := client.ListBuildsPages(params, |
| // func(page *gamelift.ListBuildsOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) ListBuildsPages(input *ListBuildsInput, fn func(*ListBuildsOutput, bool) bool) error { |
| return c.ListBuildsPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // ListBuildsPagesWithContext same as ListBuildsPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) ListBuildsPagesWithContext(ctx aws.Context, input *ListBuildsInput, fn func(*ListBuildsOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *ListBuildsInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.ListBuildsRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*ListBuildsOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opListFleets = "ListFleets" |
| |
| // ListFleetsRequest generates a "aws/request.Request" representing the |
| // client's request for the ListFleets operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See ListFleets for more information on using the ListFleets |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the ListFleetsRequest method. |
| // req, resp := client.ListFleetsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets |
| func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Request, output *ListFleetsOutput) { |
| op := &request.Operation{ |
| Name: opListFleets, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &ListFleetsInput{} |
| } |
| |
| output = &ListFleetsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // ListFleets API operation for Amazon GameLift. |
| // |
| // Retrieves a collection of fleet resources in an Amazon Web Services Region. |
| // You can call this operation to get fleets in a previously selected default |
| // Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.html |
| // (https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.html)or |
| // specify a Region in your request. You can filter the result set to find only |
| // those fleets that are deployed with a specific build or script. For fleets |
| // that have multiple locations, this operation retrieves fleets based on their |
| // home Region only. |
| // |
| // This operation can be used in the following ways: |
| // |
| // * To get a list of all fleets in a Region, don't provide a build or script |
| // identifier. |
| // |
| // * To get a list of all fleets where a specific custom game build is deployed, |
| // provide the build ID. |
| // |
| // * To get a list of all Realtime Servers fleets with a specific configuration |
| // script, provide the script ID. |
| // |
| // Use the pagination parameters to retrieve results as a set of sequential |
| // pages. |
| // |
| // If successful, a list of fleet IDs that match the request parameters is returned. |
| // A NextToken value is also returned if there are more result pages to retrieve. |
| // |
| // Fleet resources are not listed in a particular order. |
| // |
| // Learn more |
| // |
| // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // Related actions |
| // |
| // CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits |
| // | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes |
| // | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation ListFleets for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleets |
| func (c *GameLift) ListFleets(input *ListFleetsInput) (*ListFleetsOutput, error) { |
| req, out := c.ListFleetsRequest(input) |
| return out, req.Send() |
| } |
| |
| // ListFleetsWithContext is the same as ListFleets with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See ListFleets for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) ListFleetsWithContext(ctx aws.Context, input *ListFleetsInput, opts ...request.Option) (*ListFleetsOutput, error) { |
| req, out := c.ListFleetsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // ListFleetsPages iterates over the pages of a ListFleets operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See ListFleets method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a ListFleets operation. |
| // pageNum := 0 |
| // err := client.ListFleetsPages(params, |
| // func(page *gamelift.ListFleetsOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) ListFleetsPages(input *ListFleetsInput, fn func(*ListFleetsOutput, bool) bool) error { |
| return c.ListFleetsPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // ListFleetsPagesWithContext same as ListFleetsPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) ListFleetsPagesWithContext(ctx aws.Context, input *ListFleetsInput, fn func(*ListFleetsOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *ListFleetsInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.ListFleetsRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*ListFleetsOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opListGameServerGroups = "ListGameServerGroups" |
| |
| // ListGameServerGroupsRequest generates a "aws/request.Request" representing the |
| // client's request for the ListGameServerGroups operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See ListGameServerGroups for more information on using the ListGameServerGroups |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the ListGameServerGroupsRequest method. |
| // req, resp := client.ListGameServerGroupsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServerGroups |
| func (c *GameLift) ListGameServerGroupsRequest(input *ListGameServerGroupsInput) (req *request.Request, output *ListGameServerGroupsOutput) { |
| op := &request.Operation{ |
| Name: opListGameServerGroups, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &ListGameServerGroupsInput{} |
| } |
| |
| output = &ListGameServerGroupsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // ListGameServerGroups API operation for Amazon GameLift. |
| // |
| // This operation is used with the GameLift FleetIQ solution and game server |
| // groups. |
| // |
| // Retrieves information on all game servers groups that exist in the current |
| // Amazon Web Services account for the selected Region. Use the pagination parameters |
| // to retrieve results in a set of sequential segments. |
| // |
| // Learn more |
| // |
| // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) |
| // |
| // Related actions |
| // |
| // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | |
| // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup |
| // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation ListGameServerGroups for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServerGroups |
| func (c *GameLift) ListGameServerGroups(input *ListGameServerGroupsInput) (*ListGameServerGroupsOutput, error) { |
| req, out := c.ListGameServerGroupsRequest(input) |
| return out, req.Send() |
| } |
| |
| // ListGameServerGroupsWithContext is the same as ListGameServerGroups with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See ListGameServerGroups for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) ListGameServerGroupsWithContext(ctx aws.Context, input *ListGameServerGroupsInput, opts ...request.Option) (*ListGameServerGroupsOutput, error) { |
| req, out := c.ListGameServerGroupsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // ListGameServerGroupsPages iterates over the pages of a ListGameServerGroups operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See ListGameServerGroups method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a ListGameServerGroups operation. |
| // pageNum := 0 |
| // err := client.ListGameServerGroupsPages(params, |
| // func(page *gamelift.ListGameServerGroupsOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) ListGameServerGroupsPages(input *ListGameServerGroupsInput, fn func(*ListGameServerGroupsOutput, bool) bool) error { |
| return c.ListGameServerGroupsPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // ListGameServerGroupsPagesWithContext same as ListGameServerGroupsPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) ListGameServerGroupsPagesWithContext(ctx aws.Context, input *ListGameServerGroupsInput, fn func(*ListGameServerGroupsOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *ListGameServerGroupsInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.ListGameServerGroupsRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*ListGameServerGroupsOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opListGameServers = "ListGameServers" |
| |
| // ListGameServersRequest generates a "aws/request.Request" representing the |
| // client's request for the ListGameServers operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See ListGameServers for more information on using the ListGameServers |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the ListGameServersRequest method. |
| // req, resp := client.ListGameServersRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServers |
| func (c *GameLift) ListGameServersRequest(input *ListGameServersInput) (req *request.Request, output *ListGameServersOutput) { |
| op := &request.Operation{ |
| Name: opListGameServers, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &ListGameServersInput{} |
| } |
| |
| output = &ListGameServersOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // ListGameServers API operation for Amazon GameLift. |
| // |
| // This operation is used with the GameLift FleetIQ solution and game server |
| // groups. |
| // |
| // Retrieves information on all game servers that are currently active in a |
| // specified game server group. You can opt to sort the list by game server |
| // age. Use the pagination parameters to retrieve results in a set of sequential |
| // segments. |
| // |
| // Learn more |
| // |
| // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) |
| // |
| // Related actions |
| // |
| // RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer |
| // | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation ListGameServers for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListGameServers |
| func (c *GameLift) ListGameServers(input *ListGameServersInput) (*ListGameServersOutput, error) { |
| req, out := c.ListGameServersRequest(input) |
| return out, req.Send() |
| } |
| |
| // ListGameServersWithContext is the same as ListGameServers with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See ListGameServers for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) ListGameServersWithContext(ctx aws.Context, input *ListGameServersInput, opts ...request.Option) (*ListGameServersOutput, error) { |
| req, out := c.ListGameServersRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // ListGameServersPages iterates over the pages of a ListGameServers operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See ListGameServers method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a ListGameServers operation. |
| // pageNum := 0 |
| // err := client.ListGameServersPages(params, |
| // func(page *gamelift.ListGameServersOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) ListGameServersPages(input *ListGameServersInput, fn func(*ListGameServersOutput, bool) bool) error { |
| return c.ListGameServersPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // ListGameServersPagesWithContext same as ListGameServersPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) ListGameServersPagesWithContext(ctx aws.Context, input *ListGameServersInput, fn func(*ListGameServersOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *ListGameServersInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.ListGameServersRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*ListGameServersOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opListScripts = "ListScripts" |
| |
| // ListScriptsRequest generates a "aws/request.Request" representing the |
| // client's request for the ListScripts operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See ListScripts for more information on using the ListScripts |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the ListScriptsRequest method. |
| // req, resp := client.ListScriptsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScripts |
| func (c *GameLift) ListScriptsRequest(input *ListScriptsInput) (req *request.Request, output *ListScriptsOutput) { |
| op := &request.Operation{ |
| Name: opListScripts, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &ListScriptsInput{} |
| } |
| |
| output = &ListScriptsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // ListScripts API operation for Amazon GameLift. |
| // |
| // Retrieves script records for all Realtime scripts that are associated with |
| // the Amazon Web Services account in use. |
| // |
| // Learn more |
| // |
| // Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) |
| // |
| // Related actions |
| // |
| // CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation ListScripts for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListScripts |
| func (c *GameLift) ListScripts(input *ListScriptsInput) (*ListScriptsOutput, error) { |
| req, out := c.ListScriptsRequest(input) |
| return out, req.Send() |
| } |
| |
| // ListScriptsWithContext is the same as ListScripts with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See ListScripts for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) ListScriptsWithContext(ctx aws.Context, input *ListScriptsInput, opts ...request.Option) (*ListScriptsOutput, error) { |
| req, out := c.ListScriptsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // ListScriptsPages iterates over the pages of a ListScripts operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See ListScripts method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a ListScripts operation. |
| // pageNum := 0 |
| // err := client.ListScriptsPages(params, |
| // func(page *gamelift.ListScriptsOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) ListScriptsPages(input *ListScriptsInput, fn func(*ListScriptsOutput, bool) bool) error { |
| return c.ListScriptsPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // ListScriptsPagesWithContext same as ListScriptsPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) ListScriptsPagesWithContext(ctx aws.Context, input *ListScriptsInput, fn func(*ListScriptsOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *ListScriptsInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.ListScriptsRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*ListScriptsOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opListTagsForResource = "ListTagsForResource" |
| |
| // ListTagsForResourceRequest generates a "aws/request.Request" representing the |
| // client's request for the ListTagsForResource operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See ListTagsForResource for more information on using the ListTagsForResource |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the ListTagsForResourceRequest method. |
| // req, resp := client.ListTagsForResourceRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListTagsForResource |
| func (c *GameLift) ListTagsForResourceRequest(input *ListTagsForResourceInput) (req *request.Request, output *ListTagsForResourceOutput) { |
| op := &request.Operation{ |
| Name: opListTagsForResource, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &ListTagsForResourceInput{} |
| } |
| |
| output = &ListTagsForResourceOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // ListTagsForResource API operation for Amazon GameLift. |
| // |
| // Retrieves all tags that are assigned to a GameLift resource. Resource tags |
| // are used to organize Amazon Web Services resources for a range of purposes. |
| // This operation handles the permissions necessary to manage tags for the following |
| // GameLift resource types: |
| // |
| // * Build |
| // |
| // * Script |
| // |
| // * Fleet |
| // |
| // * Alias |
| // |
| // * GameSessionQueue |
| // |
| // * MatchmakingConfiguration |
| // |
| // * MatchmakingRuleSet |
| // |
| // To list tags for a resource, specify the unique ARN value for the resource. |
| // |
| // Learn more |
| // |
| // Tagging Amazon Web Services Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) |
| // in the Amazon Web Services General Reference |
| // |
| // Amazon Web Services Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) |
| // |
| // Related actions |
| // |
| // TagResource | UntagResource | ListTagsForResource | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation ListTagsForResource for usage and error information. |
| // |
| // Returned Error Types: |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * TaggingFailedException |
| // The requested tagging operation did not succeed. This may be due to invalid |
| // tag format or the maximum tag limit may have been exceeded. Resolve the issue |
| // before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListTagsForResource |
| func (c *GameLift) ListTagsForResource(input *ListTagsForResourceInput) (*ListTagsForResourceOutput, error) { |
| req, out := c.ListTagsForResourceRequest(input) |
| return out, req.Send() |
| } |
| |
| // ListTagsForResourceWithContext is the same as ListTagsForResource with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See ListTagsForResource for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) ListTagsForResourceWithContext(ctx aws.Context, input *ListTagsForResourceInput, opts ...request.Option) (*ListTagsForResourceOutput, error) { |
| req, out := c.ListTagsForResourceRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opPutScalingPolicy = "PutScalingPolicy" |
| |
| // PutScalingPolicyRequest generates a "aws/request.Request" representing the |
| // client's request for the PutScalingPolicy operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See PutScalingPolicy for more information on using the PutScalingPolicy |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the PutScalingPolicyRequest method. |
| // req, resp := client.PutScalingPolicyRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy |
| func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *request.Request, output *PutScalingPolicyOutput) { |
| op := &request.Operation{ |
| Name: opPutScalingPolicy, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &PutScalingPolicyInput{} |
| } |
| |
| output = &PutScalingPolicyOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // PutScalingPolicy API operation for Amazon GameLift. |
| // |
| // Creates or updates a scaling policy for a fleet. Scaling policies are used |
| // to automatically scale a fleet's hosting capacity to meet player demand. |
| // An active scaling policy instructs Amazon GameLift to track a fleet metric |
| // and automatically change the fleet's capacity when a certain threshold is |
| // reached. There are two types of scaling policies: target-based and rule-based. |
| // Use a target-based policy to quickly and efficiently manage fleet scaling; |
| // this option is the most commonly used. Use rule-based policies when you need |
| // to exert fine-grained control over auto-scaling. |
| // |
| // Fleets can have multiple scaling policies of each type in force at the same |
| // time; you can have one target-based policy, one or multiple rule-based scaling |
| // policies, or both. We recommend caution, however, because multiple auto-scaling |
| // policies can have unintended consequences. |
| // |
| // You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions |
| // with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions |
| // with the same fleet action. To stop just one scaling policy--or to permanently |
| // remove it, you must delete the policy with DeleteScalingPolicy. |
| // |
| // Learn more about how to work with auto-scaling in Set Up Fleet Automatic |
| // Scaling (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-autoscaling.html). |
| // |
| // Target-based policy |
| // |
| // A target-based policy tracks a single metric: PercentAvailableGameSessions. |
| // This metric tells us how much of a fleet's hosting capacity is ready to host |
| // game sessions but is not currently in use. This is the fleet's buffer; it |
| // measures the additional player demand that the fleet could handle at current |
| // capacity. With a target-based policy, you set your ideal buffer size and |
| // leave it to Amazon GameLift to take whatever action is needed to maintain |
| // that target. |
| // |
| // For example, you might choose to maintain a 10% buffer for a fleet that has |
| // the capacity to host 100 simultaneous game sessions. This policy tells Amazon |
| // GameLift to take action whenever the fleet's available capacity falls below |
| // or rises above 10 game sessions. Amazon GameLift will start new instances |
| // or stop unused instances in order to return to the 10% buffer. |
| // |
| // To create or update a target-based policy, specify a fleet ID and name, and |
| // set the policy type to "TargetBased". Specify the metric to track (PercentAvailableGameSessions) |
| // and reference a TargetConfiguration object with your desired buffer value. |
| // Exclude all other parameters. On a successful request, the policy name is |
| // returned. The scaling policy is automatically in force as soon as it's successfully |
| // created. If the fleet's auto-scaling actions are temporarily suspended, the |
| // new policy will be in force once the fleet actions are restarted. |
| // |
| // Rule-based policy |
| // |
| // A rule-based policy tracks specified fleet metric, sets a threshold value, |
| // and specifies the type of action to initiate when triggered. With a rule-based |
| // policy, you can select from several available fleet metrics. Each policy |
| // specifies whether to scale up or scale down (and by how much), so you need |
| // one policy for each type of action. |
| // |
| // For example, a policy may make the following statement: "If the percentage |
| // of idle instances is greater than 20% for more than 15 minutes, then reduce |
| // the fleet capacity by 10%." |
| // |
| // A policy's rule statement has the following structure: |
| // |
| // If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] |
| // minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment]. |
| // |
| // To implement the example, the rule statement would look like this: |
| // |
| // If [PercentIdleInstances] is [GreaterThanThreshold] [20] for [15] minutes, |
| // then [PercentChangeInCapacity] to/by [10]. |
| // |
| // To create or update a scaling policy, specify a unique combination of name |
| // and fleet ID, and set the policy type to "RuleBased". Specify the parameter |
| // values for a policy rule statement. On a successful request, the policy name |
| // is returned. Scaling policies are automatically in force as soon as they're |
| // successfully created. If the fleet's auto-scaling actions are temporarily |
| // suspended, the new policy will be in force once the fleet actions are restarted. |
| // |
| // Related actions |
| // |
| // DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | |
| // PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions |
| // | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation PutScalingPolicy for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicy |
| func (c *GameLift) PutScalingPolicy(input *PutScalingPolicyInput) (*PutScalingPolicyOutput, error) { |
| req, out := c.PutScalingPolicyRequest(input) |
| return out, req.Send() |
| } |
| |
| // PutScalingPolicyWithContext is the same as PutScalingPolicy with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See PutScalingPolicy for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) PutScalingPolicyWithContext(ctx aws.Context, input *PutScalingPolicyInput, opts ...request.Option) (*PutScalingPolicyOutput, error) { |
| req, out := c.PutScalingPolicyRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opRegisterGameServer = "RegisterGameServer" |
| |
| // RegisterGameServerRequest generates a "aws/request.Request" representing the |
| // client's request for the RegisterGameServer operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See RegisterGameServer for more information on using the RegisterGameServer |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the RegisterGameServerRequest method. |
| // req, resp := client.RegisterGameServerRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterGameServer |
| func (c *GameLift) RegisterGameServerRequest(input *RegisterGameServerInput) (req *request.Request, output *RegisterGameServerOutput) { |
| op := &request.Operation{ |
| Name: opRegisterGameServer, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &RegisterGameServerInput{} |
| } |
| |
| output = &RegisterGameServerOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // RegisterGameServer API operation for Amazon GameLift. |
| // |
| // This operation is used with the GameLift FleetIQ solution and game server |
| // groups. |
| // |
| // Creates a new game server resource and notifies GameLift FleetIQ that the |
| // game server is ready to host gameplay and players. This operation is called |
| // by a game server process that is running on an instance in a game server |
| // group. Registering game servers enables GameLift FleetIQ to track available |
| // game servers and enables game clients and services to claim a game server |
| // for a new game session. |
| // |
| // To register a game server, identify the game server group and instance where |
| // the game server is running, and provide a unique identifier for the game |
| // server. You can also include connection and game server data. When a game |
| // client or service requests a game server by calling ClaimGameServer, this |
| // information is returned in the response. |
| // |
| // Once a game server is successfully registered, it is put in status AVAILABLE. |
| // A request to register a game server may fail if the instance it is running |
| // on is in the process of shutting down as part of instance balancing or scale-down |
| // activity. |
| // |
| // Learn more |
| // |
| // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) |
| // |
| // Related actions |
| // |
| // RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer |
| // | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation RegisterGameServer for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * ConflictException |
| // The requested operation would cause a conflict with the current state of |
| // a service resource associated with the request. Resolve the conflict before |
| // retrying this request. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * LimitExceededException |
| // The requested operation would cause the resource to exceed the allowed service |
| // limit. Resolve the issue before retrying. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RegisterGameServer |
| func (c *GameLift) RegisterGameServer(input *RegisterGameServerInput) (*RegisterGameServerOutput, error) { |
| req, out := c.RegisterGameServerRequest(input) |
| return out, req.Send() |
| } |
| |
| // RegisterGameServerWithContext is the same as RegisterGameServer with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See RegisterGameServer for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) RegisterGameServerWithContext(ctx aws.Context, input *RegisterGameServerInput, opts ...request.Option) (*RegisterGameServerOutput, error) { |
| req, out := c.RegisterGameServerRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opRequestUploadCredentials = "RequestUploadCredentials" |
| |
| // RequestUploadCredentialsRequest generates a "aws/request.Request" representing the |
| // client's request for the RequestUploadCredentials operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See RequestUploadCredentials for more information on using the RequestUploadCredentials |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the RequestUploadCredentialsRequest method. |
| // req, resp := client.RequestUploadCredentialsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials |
| func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentialsInput) (req *request.Request, output *RequestUploadCredentialsOutput) { |
| op := &request.Operation{ |
| Name: opRequestUploadCredentials, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &RequestUploadCredentialsInput{} |
| } |
| |
| output = &RequestUploadCredentialsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // RequestUploadCredentials API operation for Amazon GameLift. |
| // |
| // Retrieves a fresh set of credentials for use when uploading a new set of |
| // game build files to Amazon GameLift's Amazon S3. This is done as part of |
| // the build creation process; see CreateBuild. |
| // |
| // To request new credentials, specify the build ID as returned with an initial |
| // CreateBuild request. If successful, a new set of credentials are returned, |
| // along with the S3 storage location associated with the build ID. |
| // |
| // Learn more |
| // |
| // Create a Build with Files in S3 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build) |
| // |
| // Related actions |
| // |
| // CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All |
| // APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation RequestUploadCredentials for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentials |
| func (c *GameLift) RequestUploadCredentials(input *RequestUploadCredentialsInput) (*RequestUploadCredentialsOutput, error) { |
| req, out := c.RequestUploadCredentialsRequest(input) |
| return out, req.Send() |
| } |
| |
| // RequestUploadCredentialsWithContext is the same as RequestUploadCredentials with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See RequestUploadCredentials for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) RequestUploadCredentialsWithContext(ctx aws.Context, input *RequestUploadCredentialsInput, opts ...request.Option) (*RequestUploadCredentialsOutput, error) { |
| req, out := c.RequestUploadCredentialsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opResolveAlias = "ResolveAlias" |
| |
| // ResolveAliasRequest generates a "aws/request.Request" representing the |
| // client's request for the ResolveAlias operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See ResolveAlias for more information on using the ResolveAlias |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the ResolveAliasRequest method. |
| // req, resp := client.ResolveAliasRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias |
| func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.Request, output *ResolveAliasOutput) { |
| op := &request.Operation{ |
| Name: opResolveAlias, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &ResolveAliasInput{} |
| } |
| |
| output = &ResolveAliasOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // ResolveAlias API operation for Amazon GameLift. |
| // |
| // Retrieves the fleet ID that an alias is currently pointing to. |
| // |
| // Related actions |
| // |
| // CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation ResolveAlias for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * TerminalRoutingStrategyException |
| // The service is unable to resolve the routing for a particular alias because |
| // it has a terminal RoutingStrategy associated with it. The message returned |
| // in this exception is the message defined in the routing strategy itself. |
| // Such requests should only be retried if the routing strategy for the specified |
| // alias is modified. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAlias |
| func (c *GameLift) ResolveAlias(input *ResolveAliasInput) (*ResolveAliasOutput, error) { |
| req, out := c.ResolveAliasRequest(input) |
| return out, req.Send() |
| } |
| |
| // ResolveAliasWithContext is the same as ResolveAlias with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See ResolveAlias for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) ResolveAliasWithContext(ctx aws.Context, input *ResolveAliasInput, opts ...request.Option) (*ResolveAliasOutput, error) { |
| req, out := c.ResolveAliasRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opResumeGameServerGroup = "ResumeGameServerGroup" |
| |
| // ResumeGameServerGroupRequest generates a "aws/request.Request" representing the |
| // client's request for the ResumeGameServerGroup operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See ResumeGameServerGroup for more information on using the ResumeGameServerGroup |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the ResumeGameServerGroupRequest method. |
| // req, resp := client.ResumeGameServerGroupRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResumeGameServerGroup |
| func (c *GameLift) ResumeGameServerGroupRequest(input *ResumeGameServerGroupInput) (req *request.Request, output *ResumeGameServerGroupOutput) { |
| op := &request.Operation{ |
| Name: opResumeGameServerGroup, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &ResumeGameServerGroupInput{} |
| } |
| |
| output = &ResumeGameServerGroupOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // ResumeGameServerGroup API operation for Amazon GameLift. |
| // |
| // This operation is used with the GameLift FleetIQ solution and game server |
| // groups. |
| // |
| // Reinstates activity on a game server group after it has been suspended. A |
| // game server group might be suspended by theSuspendGameServerGroup operation, |
| // or it might be suspended involuntarily due to a configuration problem. In |
| // the second case, you can manually resume activity on the group once the configuration |
| // problem has been resolved. Refer to the game server group status and status |
| // reason for more information on why group activity is suspended. |
| // |
| // To resume activity, specify a game server group ARN and the type of activity |
| // to be resumed. If successful, a GameServerGroup object is returned showing |
| // that the resumed activity is no longer listed in SuspendedActions. |
| // |
| // Learn more |
| // |
| // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) |
| // |
| // Related actions |
| // |
| // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | |
| // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup |
| // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation ResumeGameServerGroup for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResumeGameServerGroup |
| func (c *GameLift) ResumeGameServerGroup(input *ResumeGameServerGroupInput) (*ResumeGameServerGroupOutput, error) { |
| req, out := c.ResumeGameServerGroupRequest(input) |
| return out, req.Send() |
| } |
| |
| // ResumeGameServerGroupWithContext is the same as ResumeGameServerGroup with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See ResumeGameServerGroup for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) ResumeGameServerGroupWithContext(ctx aws.Context, input *ResumeGameServerGroupInput, opts ...request.Option) (*ResumeGameServerGroupOutput, error) { |
| req, out := c.ResumeGameServerGroupRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opSearchGameSessions = "SearchGameSessions" |
| |
| // SearchGameSessionsRequest generates a "aws/request.Request" representing the |
| // client's request for the SearchGameSessions operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See SearchGameSessions for more information on using the SearchGameSessions |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the SearchGameSessionsRequest method. |
| // req, resp := client.SearchGameSessionsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions |
| func (c *GameLift) SearchGameSessionsRequest(input *SearchGameSessionsInput) (req *request.Request, output *SearchGameSessionsOutput) { |
| op := &request.Operation{ |
| Name: opSearchGameSessions, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| Paginator: &request.Paginator{ |
| InputTokens: []string{"NextToken"}, |
| OutputTokens: []string{"NextToken"}, |
| LimitToken: "Limit", |
| TruncationToken: "", |
| }, |
| } |
| |
| if input == nil { |
| input = &SearchGameSessionsInput{} |
| } |
| |
| output = &SearchGameSessionsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // SearchGameSessions API operation for Amazon GameLift. |
| // |
| // Retrieves all active game sessions that match a set of search criteria and |
| // sorts them into a specified order. |
| // |
| // This operation is not designed to be continually called to track game session |
| // status. This practice can cause you to exceed your API limit, which results |
| // in errors. Instead, you must configure configure an Amazon Simple Notification |
| // Service (SNS) topic to receive notifications from FlexMatch or queues. Continuously |
| // polling game session status with DescribeGameSessions should only be used |
| // for games in development with low game session usage. |
| // |
| // When searching for game sessions, you specify exactly where you want to search |
| // and provide a search filter expression, a sort expression, or both. A search |
| // request can search only one fleet, but it can search all of a fleet's locations. |
| // |
| // This operation can be used in the following ways: |
| // |
| // * To search all game sessions that are currently running on all locations |
| // in a fleet, provide a fleet or alias ID. This approach returns game sessions |
| // in the fleet's home Region and all remote locations that fit the search |
| // criteria. |
| // |
| // * To search all game sessions that are currently running on a specific |
| // fleet location, provide a fleet or alias ID and a location name. For location, |
| // you can specify a fleet's home Region or any remote location. |
| // |
| // Use the pagination parameters to retrieve results as a set of sequential |
| // pages. |
| // |
| // If successful, a GameSession object is returned for each game session that |
| // matches the request. Search finds game sessions that are in ACTIVE status |
| // only. To retrieve information on game sessions in other statuses, use DescribeGameSessions. |
| // |
| // You can search or sort by the following game session attributes: |
| // |
| // * gameSessionId -- A unique identifier for the game session. You can use |
| // either a GameSessionId or GameSessionArn value. |
| // |
| // * gameSessionName -- Name assigned to a game session. This value is set |
| // when requesting a new game session with CreateGameSession or updating |
| // with UpdateGameSession. Game session names do not need to be unique to |
| // a game session. |
| // |
| // * gameSessionProperties -- Custom data defined in a game session's GameProperty |
| // parameter. GameProperty values are stored as key:value pairs; the filter |
| // expression must indicate the key and a string to search the data values |
| // for. For example, to search for game sessions with custom data containing |
| // the key:value pair "gameMode:brawl", specify the following: gameSessionProperties.gameMode |
| // = "brawl". All custom data values are searched as strings. |
| // |
| // * maximumSessions -- Maximum number of player sessions allowed for a game |
| // session. This value is set when requesting a new game session with CreateGameSession |
| // or updating with UpdateGameSession. |
| // |
| // * creationTimeMillis -- Value indicating when a game session was created. |
| // It is expressed in Unix time as milliseconds. |
| // |
| // * playerSessionCount -- Number of players currently connected to a game |
| // session. This value changes rapidly as players join the session or drop |
| // out. |
| // |
| // * hasAvailablePlayerSessions -- Boolean value indicating whether a game |
| // session has reached its maximum number of players. It is highly recommended |
| // that all search requests include this filter attribute to optimize search |
| // performance and return only sessions that players can join. |
| // |
| // Returned values for playerSessionCount and hasAvailablePlayerSessions change |
| // quickly as players join sessions and others drop out. Results should be considered |
| // a snapshot in time. Be sure to refresh search results often, and handle sessions |
| // that fill up before a player can join. |
| // |
| // Related actions |
| // |
| // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions |
| // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | |
| // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation SearchGameSessions for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * TerminalRoutingStrategyException |
| // The service is unable to resolve the routing for a particular alias because |
| // it has a terminal RoutingStrategy associated with it. The message returned |
| // in this exception is the message defined in the routing strategy itself. |
| // Such requests should only be retried if the routing strategy for the specified |
| // alias is modified. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessions |
| func (c *GameLift) SearchGameSessions(input *SearchGameSessionsInput) (*SearchGameSessionsOutput, error) { |
| req, out := c.SearchGameSessionsRequest(input) |
| return out, req.Send() |
| } |
| |
| // SearchGameSessionsWithContext is the same as SearchGameSessions with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See SearchGameSessions for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) SearchGameSessionsWithContext(ctx aws.Context, input *SearchGameSessionsInput, opts ...request.Option) (*SearchGameSessionsOutput, error) { |
| req, out := c.SearchGameSessionsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // SearchGameSessionsPages iterates over the pages of a SearchGameSessions operation, |
| // calling the "fn" function with the response data for each page. To stop |
| // iterating, return false from the fn function. |
| // |
| // See SearchGameSessions method for more information on how to use this operation. |
| // |
| // Note: This operation can generate multiple requests to a service. |
| // |
| // // Example iterating over at most 3 pages of a SearchGameSessions operation. |
| // pageNum := 0 |
| // err := client.SearchGameSessionsPages(params, |
| // func(page *gamelift.SearchGameSessionsOutput, lastPage bool) bool { |
| // pageNum++ |
| // fmt.Println(page) |
| // return pageNum <= 3 |
| // }) |
| // |
| func (c *GameLift) SearchGameSessionsPages(input *SearchGameSessionsInput, fn func(*SearchGameSessionsOutput, bool) bool) error { |
| return c.SearchGameSessionsPagesWithContext(aws.BackgroundContext(), input, fn) |
| } |
| |
| // SearchGameSessionsPagesWithContext same as SearchGameSessionsPages except |
| // it takes a Context and allows setting request options on the pages. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) SearchGameSessionsPagesWithContext(ctx aws.Context, input *SearchGameSessionsInput, fn func(*SearchGameSessionsOutput, bool) bool, opts ...request.Option) error { |
| p := request.Pagination{ |
| NewRequest: func() (*request.Request, error) { |
| var inCpy *SearchGameSessionsInput |
| if input != nil { |
| tmp := *input |
| inCpy = &tmp |
| } |
| req, _ := c.SearchGameSessionsRequest(inCpy) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return req, nil |
| }, |
| } |
| |
| for p.Next() { |
| if !fn(p.Page().(*SearchGameSessionsOutput), !p.HasNextPage()) { |
| break |
| } |
| } |
| |
| return p.Err() |
| } |
| |
| const opStartFleetActions = "StartFleetActions" |
| |
| // StartFleetActionsRequest generates a "aws/request.Request" representing the |
| // client's request for the StartFleetActions operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See StartFleetActions for more information on using the StartFleetActions |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the StartFleetActionsRequest method. |
| // req, resp := client.StartFleetActionsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActions |
| func (c *GameLift) StartFleetActionsRequest(input *StartFleetActionsInput) (req *request.Request, output *StartFleetActionsOutput) { |
| op := &request.Operation{ |
| Name: opStartFleetActions, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &StartFleetActionsInput{} |
| } |
| |
| output = &StartFleetActionsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // StartFleetActions API operation for Amazon GameLift. |
| // |
| // Resumes certain types of activity on fleet instances that were suspended |
| // with StopFleetActions. For multi-location fleets, fleet actions are managed |
| // separately for each location. Currently, this operation is used to restart |
| // a fleet's auto-scaling activity. |
| // |
| // This operation can be used in the following ways: |
| // |
| // * To restart actions on instances in the fleet's home Region, provide |
| // a fleet ID and the type of actions to resume. |
| // |
| // * To restart actions on instances in one of the fleet's remote locations, |
| // provide a fleet ID, a location name, and the type of actions to resume. |
| // |
| // If successful, GameLift once again initiates scaling events as triggered |
| // by the fleet's scaling policies. If actions on the fleet location were never |
| // stopped, this operation will have no effect. You can view a fleet's stopped |
| // actions using DescribeFleetAttributes or DescribeFleetLocationAttributes. |
| // |
| // Learn more |
| // |
| // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // Related actions |
| // |
| // CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits |
| // | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes |
| // | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation StartFleetActions for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartFleetActions |
| func (c *GameLift) StartFleetActions(input *StartFleetActionsInput) (*StartFleetActionsOutput, error) { |
| req, out := c.StartFleetActionsRequest(input) |
| return out, req.Send() |
| } |
| |
| // StartFleetActionsWithContext is the same as StartFleetActions with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See StartFleetActions for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) StartFleetActionsWithContext(ctx aws.Context, input *StartFleetActionsInput, opts ...request.Option) (*StartFleetActionsOutput, error) { |
| req, out := c.StartFleetActionsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opStartGameSessionPlacement = "StartGameSessionPlacement" |
| |
| // StartGameSessionPlacementRequest generates a "aws/request.Request" representing the |
| // client's request for the StartGameSessionPlacement operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See StartGameSessionPlacement for more information on using the StartGameSessionPlacement |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the StartGameSessionPlacementRequest method. |
| // req, resp := client.StartGameSessionPlacementRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement |
| func (c *GameLift) StartGameSessionPlacementRequest(input *StartGameSessionPlacementInput) (req *request.Request, output *StartGameSessionPlacementOutput) { |
| op := &request.Operation{ |
| Name: opStartGameSessionPlacement, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &StartGameSessionPlacementInput{} |
| } |
| |
| output = &StartGameSessionPlacementOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // StartGameSessionPlacement API operation for Amazon GameLift. |
| // |
| // Places a request for a new game session in a queue (see CreateGameSessionQueue). |
| // When processing a placement request, Amazon GameLift searches for available |
| // resources on the queue's destinations, scanning each until it finds resources |
| // or the placement request times out. |
| // |
| // A game session placement request can also request player sessions. When a |
| // new game session is successfully created, Amazon GameLift creates a player |
| // session for each player included in the request. |
| // |
| // When placing a game session, by default Amazon GameLift tries each fleet |
| // in the order they are listed in the queue configuration. Ideally, a queue's |
| // destinations are listed in preference order. |
| // |
| // Alternatively, when requesting a game session with players, you can also |
| // provide latency data for each player in relevant Regions. Latency data indicates |
| // the performance lag a player experiences when connected to a fleet in the |
| // Region. Amazon GameLift uses latency data to reorder the list of destinations |
| // to place the game session in a Region with minimal lag. If latency data is |
| // provided for multiple players, Amazon GameLift calculates each Region's average |
| // lag for all players and reorders to get the best game play across all players. |
| // |
| // To place a new game session request, specify the following: |
| // |
| // * The queue name and a set of game session properties and settings |
| // |
| // * A unique ID (such as a UUID) for the placement. You use this ID to track |
| // the status of the placement request |
| // |
| // * (Optional) A set of player data and a unique player ID for each player |
| // that you are joining to the new game session (player data is optional, |
| // but if you include it, you must also provide a unique ID for each player) |
| // |
| // * Latency data for all players (if you want to optimize game play for |
| // the players) |
| // |
| // If successful, a new game session placement is created. |
| // |
| // To track the status of a placement request, call DescribeGameSessionPlacement |
| // and check the request's status. If the status is FULFILLED, a new game session |
| // has been created and a game session ARN and Region are referenced. If the |
| // placement request times out, you can resubmit the request or retry it with |
| // a different queue. |
| // |
| // Related actions |
| // |
| // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions |
| // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | |
| // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation StartGameSessionPlacement for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacement |
| func (c *GameLift) StartGameSessionPlacement(input *StartGameSessionPlacementInput) (*StartGameSessionPlacementOutput, error) { |
| req, out := c.StartGameSessionPlacementRequest(input) |
| return out, req.Send() |
| } |
| |
| // StartGameSessionPlacementWithContext is the same as StartGameSessionPlacement with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See StartGameSessionPlacement for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) StartGameSessionPlacementWithContext(ctx aws.Context, input *StartGameSessionPlacementInput, opts ...request.Option) (*StartGameSessionPlacementOutput, error) { |
| req, out := c.StartGameSessionPlacementRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opStartMatchBackfill = "StartMatchBackfill" |
| |
| // StartMatchBackfillRequest generates a "aws/request.Request" representing the |
| // client's request for the StartMatchBackfill operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See StartMatchBackfill for more information on using the StartMatchBackfill |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the StartMatchBackfillRequest method. |
| // req, resp := client.StartMatchBackfillRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill |
| func (c *GameLift) StartMatchBackfillRequest(input *StartMatchBackfillInput) (req *request.Request, output *StartMatchBackfillOutput) { |
| op := &request.Operation{ |
| Name: opStartMatchBackfill, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &StartMatchBackfillInput{} |
| } |
| |
| output = &StartMatchBackfillOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // StartMatchBackfill API operation for Amazon GameLift. |
| // |
| // Finds new players to fill open slots in currently running game sessions. |
| // The backfill match process is essentially identical to the process of forming |
| // new matches. Backfill requests use the same matchmaker that was used to make |
| // the original match, and they provide matchmaking data for all players currently |
| // in the game session. FlexMatch uses this information to select new players |
| // so that backfilled match continues to meet the original match requirements. |
| // |
| // When using FlexMatch with GameLift managed hosting, you can request a backfill |
| // match from a client service by calling this operation with a GameSession |
| // identifier. You also have the option of making backfill requests directly |
| // from your game server. In response to a request, FlexMatch creates player |
| // sessions for the new players, updates the GameSession resource, and sends |
| // updated matchmaking data to the game server. You can request a backfill match |
| // at any point after a game session is started. Each game session can have |
| // only one active backfill request at a time; a subsequent request automatically |
| // replaces the earlier request. |
| // |
| // When using FlexMatch as a standalone component, request a backfill match |
| // by calling this operation without a game session identifier. As with newly |
| // formed matches, matchmaking results are returned in a matchmaking event so |
| // that your game can update the game session that is being backfilled. |
| // |
| // To request a backfill match, specify a unique ticket ID, the original matchmaking |
| // configuration, and matchmaking data for all current players in the game session |
| // being backfilled. Optionally, specify the GameSession ARN. If successful, |
| // a match backfill ticket is created and returned with status set to QUEUED. |
| // Track the status of backfill tickets using the same method for tracking tickets |
| // for new matches. |
| // |
| // Only game sessions created by FlexMatch are supported for match backfill. |
| // |
| // Learn more |
| // |
| // Backfill existing games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html) |
| // |
| // Matchmaking events (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html) |
| // (reference) |
| // |
| // How GameLift FlexMatch works (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html) |
| // |
| // Related actions |
| // |
| // StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | |
| // StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation StartMatchBackfill for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchBackfill |
| func (c *GameLift) StartMatchBackfill(input *StartMatchBackfillInput) (*StartMatchBackfillOutput, error) { |
| req, out := c.StartMatchBackfillRequest(input) |
| return out, req.Send() |
| } |
| |
| // StartMatchBackfillWithContext is the same as StartMatchBackfill with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See StartMatchBackfill for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) StartMatchBackfillWithContext(ctx aws.Context, input *StartMatchBackfillInput, opts ...request.Option) (*StartMatchBackfillOutput, error) { |
| req, out := c.StartMatchBackfillRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opStartMatchmaking = "StartMatchmaking" |
| |
| // StartMatchmakingRequest generates a "aws/request.Request" representing the |
| // client's request for the StartMatchmaking operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See StartMatchmaking for more information on using the StartMatchmaking |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the StartMatchmakingRequest method. |
| // req, resp := client.StartMatchmakingRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking |
| func (c *GameLift) StartMatchmakingRequest(input *StartMatchmakingInput) (req *request.Request, output *StartMatchmakingOutput) { |
| op := &request.Operation{ |
| Name: opStartMatchmaking, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &StartMatchmakingInput{} |
| } |
| |
| output = &StartMatchmakingOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // StartMatchmaking API operation for Amazon GameLift. |
| // |
| // Uses FlexMatch to create a game match for a group of players based on custom |
| // matchmaking rules. With games that use GameLift managed hosting, this operation |
| // also triggers GameLift to find hosting resources and start a new game session |
| // for the new match. Each matchmaking request includes information on one or |
| // more players and specifies the FlexMatch matchmaker to use. When a request |
| // is for multiple players, FlexMatch attempts to build a match that includes |
| // all players in the request, placing them in the same team and finding additional |
| // players as needed to fill the match. |
| // |
| // To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, |
| // and include the players to be matched. You must also include any player attributes |
| // that are required by the matchmaking configuration's rule set. If successful, |
| // a matchmaking ticket is returned with status set to QUEUED. |
| // |
| // Track matchmaking events to respond as needed and acquire game session connection |
| // information for successfully completed matches. Ticket status updates are |
| // tracked using event notification through Amazon Simple Notification Service, |
| // which is defined in the matchmaking configuration. |
| // |
| // Learn more |
| // |
| // Add FlexMatch to a game client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) |
| // |
| // Set Up FlexMatch event notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) |
| // |
| // How GameLift FlexMatch works (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html) |
| // |
| // Related actions |
| // |
| // StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | |
| // StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation StartMatchmaking for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking |
| func (c *GameLift) StartMatchmaking(input *StartMatchmakingInput) (*StartMatchmakingOutput, error) { |
| req, out := c.StartMatchmakingRequest(input) |
| return out, req.Send() |
| } |
| |
| // StartMatchmakingWithContext is the same as StartMatchmaking with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See StartMatchmaking for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) StartMatchmakingWithContext(ctx aws.Context, input *StartMatchmakingInput, opts ...request.Option) (*StartMatchmakingOutput, error) { |
| req, out := c.StartMatchmakingRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opStopFleetActions = "StopFleetActions" |
| |
| // StopFleetActionsRequest generates a "aws/request.Request" representing the |
| // client's request for the StopFleetActions operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See StopFleetActions for more information on using the StopFleetActions |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the StopFleetActionsRequest method. |
| // req, resp := client.StopFleetActionsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActions |
| func (c *GameLift) StopFleetActionsRequest(input *StopFleetActionsInput) (req *request.Request, output *StopFleetActionsOutput) { |
| op := &request.Operation{ |
| Name: opStopFleetActions, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &StopFleetActionsInput{} |
| } |
| |
| output = &StopFleetActionsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // StopFleetActions API operation for Amazon GameLift. |
| // |
| // Suspends certain types of activity in a fleet location. Currently, this operation |
| // is used to stop auto-scaling activity. For multi-location fleets, fleet actions |
| // are managed separately for each location. |
| // |
| // Stopping fleet actions has several potential purposes. It allows you to temporarily |
| // stop auto-scaling activity but retain your scaling policies for use in the |
| // future. For multi-location fleets, you can set up fleet-wide auto-scaling, |
| // and then opt out of it for certain locations. |
| // |
| // This operation can be used in the following ways: |
| // |
| // * To stop actions on instances in the fleet's home Region, provide a fleet |
| // ID and the type of actions to suspend. |
| // |
| // * To stop actions on instances in one of the fleet's remote locations, |
| // provide a fleet ID, a location name, and the type of actions to suspend. |
| // |
| // If successful, GameLift no longer initiates scaling events except in response |
| // to manual changes using UpdateFleetCapacity. You can view a fleet's stopped |
| // actions using DescribeFleetAttributes or DescribeFleetLocationAttributes. |
| // Suspended activity can be restarted using StartFleetActions. |
| // |
| // Learn more |
| // |
| // Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // Related actions |
| // |
| // CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits |
| // | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes |
| // | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation StopFleetActions for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopFleetActions |
| func (c *GameLift) StopFleetActions(input *StopFleetActionsInput) (*StopFleetActionsOutput, error) { |
| req, out := c.StopFleetActionsRequest(input) |
| return out, req.Send() |
| } |
| |
| // StopFleetActionsWithContext is the same as StopFleetActions with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See StopFleetActions for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) StopFleetActionsWithContext(ctx aws.Context, input *StopFleetActionsInput, opts ...request.Option) (*StopFleetActionsOutput, error) { |
| req, out := c.StopFleetActionsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opStopGameSessionPlacement = "StopGameSessionPlacement" |
| |
| // StopGameSessionPlacementRequest generates a "aws/request.Request" representing the |
| // client's request for the StopGameSessionPlacement operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See StopGameSessionPlacement for more information on using the StopGameSessionPlacement |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the StopGameSessionPlacementRequest method. |
| // req, resp := client.StopGameSessionPlacementRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement |
| func (c *GameLift) StopGameSessionPlacementRequest(input *StopGameSessionPlacementInput) (req *request.Request, output *StopGameSessionPlacementOutput) { |
| op := &request.Operation{ |
| Name: opStopGameSessionPlacement, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &StopGameSessionPlacementInput{} |
| } |
| |
| output = &StopGameSessionPlacementOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // StopGameSessionPlacement API operation for Amazon GameLift. |
| // |
| // Cancels a game session placement that is in PENDING status. To stop a placement, |
| // provide the placement ID values. If successful, the placement is moved to |
| // CANCELLED status. |
| // |
| // Related actions |
| // |
| // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions |
| // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | |
| // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation StopGameSessionPlacement for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacement |
| func (c *GameLift) StopGameSessionPlacement(input *StopGameSessionPlacementInput) (*StopGameSessionPlacementOutput, error) { |
| req, out := c.StopGameSessionPlacementRequest(input) |
| return out, req.Send() |
| } |
| |
| // StopGameSessionPlacementWithContext is the same as StopGameSessionPlacement with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See StopGameSessionPlacement for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) StopGameSessionPlacementWithContext(ctx aws.Context, input *StopGameSessionPlacementInput, opts ...request.Option) (*StopGameSessionPlacementOutput, error) { |
| req, out := c.StopGameSessionPlacementRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opStopMatchmaking = "StopMatchmaking" |
| |
| // StopMatchmakingRequest generates a "aws/request.Request" representing the |
| // client's request for the StopMatchmaking operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See StopMatchmaking for more information on using the StopMatchmaking |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the StopMatchmakingRequest method. |
| // req, resp := client.StopMatchmakingRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking |
| func (c *GameLift) StopMatchmakingRequest(input *StopMatchmakingInput) (req *request.Request, output *StopMatchmakingOutput) { |
| op := &request.Operation{ |
| Name: opStopMatchmaking, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &StopMatchmakingInput{} |
| } |
| |
| output = &StopMatchmakingOutput{} |
| req = c.newRequest(op, input, output) |
| req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) |
| return |
| } |
| |
| // StopMatchmaking API operation for Amazon GameLift. |
| // |
| // Cancels a matchmaking ticket or match backfill ticket that is currently being |
| // processed. To stop the matchmaking operation, specify the ticket ID. If successful, |
| // work on the ticket is stopped, and the ticket status is changed to CANCELLED. |
| // |
| // This call is also used to turn off automatic backfill for an individual game |
| // session. This is for game sessions that are created with a matchmaking configuration |
| // that has automatic backfill enabled. The ticket ID is included in the MatchmakerData |
| // of an updated game session object, which is provided to the game server. |
| // |
| // If the operation is successful, the service sends back an empty JSON struct |
| // with the HTTP 200 response (not an empty HTTP body). |
| // |
| // Learn more |
| // |
| // Add FlexMatch to a game client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) |
| // |
| // Related actions |
| // |
| // StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | |
| // StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation StopMatchmaking for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking |
| func (c *GameLift) StopMatchmaking(input *StopMatchmakingInput) (*StopMatchmakingOutput, error) { |
| req, out := c.StopMatchmakingRequest(input) |
| return out, req.Send() |
| } |
| |
| // StopMatchmakingWithContext is the same as StopMatchmaking with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See StopMatchmaking for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) StopMatchmakingWithContext(ctx aws.Context, input *StopMatchmakingInput, opts ...request.Option) (*StopMatchmakingOutput, error) { |
| req, out := c.StopMatchmakingRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opSuspendGameServerGroup = "SuspendGameServerGroup" |
| |
| // SuspendGameServerGroupRequest generates a "aws/request.Request" representing the |
| // client's request for the SuspendGameServerGroup operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See SuspendGameServerGroup for more information on using the SuspendGameServerGroup |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the SuspendGameServerGroupRequest method. |
| // req, resp := client.SuspendGameServerGroupRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SuspendGameServerGroup |
| func (c *GameLift) SuspendGameServerGroupRequest(input *SuspendGameServerGroupInput) (req *request.Request, output *SuspendGameServerGroupOutput) { |
| op := &request.Operation{ |
| Name: opSuspendGameServerGroup, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &SuspendGameServerGroupInput{} |
| } |
| |
| output = &SuspendGameServerGroupOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // SuspendGameServerGroup API operation for Amazon GameLift. |
| // |
| // This operation is used with the GameLift FleetIQ solution and game server |
| // groups. |
| // |
| // Temporarily stops activity on a game server group without terminating instances |
| // or the game server group. You can restart activity by calling ResumeGameServerGroup. |
| // You can suspend the following activity: |
| // |
| // * Instance type replacement - This activity evaluates the current game |
| // hosting viability of all Spot instance types that are defined for the |
| // game server group. It updates the Auto Scaling group to remove nonviable |
| // Spot Instance types, which have a higher chance of game server interruptions. |
| // It then balances capacity across the remaining viable Spot Instance types. |
| // When this activity is suspended, the Auto Scaling group continues with |
| // its current balance, regardless of viability. Instance protection, utilization |
| // metrics, and capacity scaling activities continue to be active. |
| // |
| // To suspend activity, specify a game server group ARN and the type of activity |
| // to be suspended. If successful, a GameServerGroup object is returned showing |
| // that the activity is listed in SuspendedActions. |
| // |
| // Learn more |
| // |
| // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) |
| // |
| // Related actions |
| // |
| // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | |
| // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup |
| // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation SuspendGameServerGroup for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SuspendGameServerGroup |
| func (c *GameLift) SuspendGameServerGroup(input *SuspendGameServerGroupInput) (*SuspendGameServerGroupOutput, error) { |
| req, out := c.SuspendGameServerGroupRequest(input) |
| return out, req.Send() |
| } |
| |
| // SuspendGameServerGroupWithContext is the same as SuspendGameServerGroup with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See SuspendGameServerGroup for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) SuspendGameServerGroupWithContext(ctx aws.Context, input *SuspendGameServerGroupInput, opts ...request.Option) (*SuspendGameServerGroupOutput, error) { |
| req, out := c.SuspendGameServerGroupRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opTagResource = "TagResource" |
| |
| // TagResourceRequest generates a "aws/request.Request" representing the |
| // client's request for the TagResource operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See TagResource for more information on using the TagResource |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the TagResourceRequest method. |
| // req, resp := client.TagResourceRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TagResource |
| func (c *GameLift) TagResourceRequest(input *TagResourceInput) (req *request.Request, output *TagResourceOutput) { |
| op := &request.Operation{ |
| Name: opTagResource, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &TagResourceInput{} |
| } |
| |
| output = &TagResourceOutput{} |
| req = c.newRequest(op, input, output) |
| req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) |
| return |
| } |
| |
| // TagResource API operation for Amazon GameLift. |
| // |
| // Assigns a tag to a GameLift resource. Amazon Web Services resource tags provide |
| // an additional management tool set. You can use tags to organize resources, |
| // create IAM permissions policies to manage access to groups of resources, |
| // customize Amazon Web Services cost breakdowns, etc. This operation handles |
| // the permissions necessary to manage tags for the following GameLift resource |
| // types: |
| // |
| // * Build |
| // |
| // * Script |
| // |
| // * Fleet |
| // |
| // * Alias |
| // |
| // * GameSessionQueue |
| // |
| // * MatchmakingConfiguration |
| // |
| // * MatchmakingRuleSet |
| // |
| // To add a tag to a resource, specify the unique ARN value for the resource |
| // and provide a tag list containing one or more tags. The operation succeeds |
| // even if the list includes tags that are already assigned to the specified |
| // resource. |
| // |
| // Learn more |
| // |
| // Tagging Amazon Web Services Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) |
| // in the Amazon Web Services General Reference |
| // |
| // Amazon Web Services Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) |
| // |
| // Related actions |
| // |
| // TagResource | UntagResource | ListTagsForResource | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation TagResource for usage and error information. |
| // |
| // Returned Error Types: |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * TaggingFailedException |
| // The requested tagging operation did not succeed. This may be due to invalid |
| // tag format or the maximum tag limit may have been exceeded. Resolve the issue |
| // before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/TagResource |
| func (c *GameLift) TagResource(input *TagResourceInput) (*TagResourceOutput, error) { |
| req, out := c.TagResourceRequest(input) |
| return out, req.Send() |
| } |
| |
| // TagResourceWithContext is the same as TagResource with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See TagResource for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) TagResourceWithContext(ctx aws.Context, input *TagResourceInput, opts ...request.Option) (*TagResourceOutput, error) { |
| req, out := c.TagResourceRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opUntagResource = "UntagResource" |
| |
| // UntagResourceRequest generates a "aws/request.Request" representing the |
| // client's request for the UntagResource operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See UntagResource for more information on using the UntagResource |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the UntagResourceRequest method. |
| // req, resp := client.UntagResourceRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UntagResource |
| func (c *GameLift) UntagResourceRequest(input *UntagResourceInput) (req *request.Request, output *UntagResourceOutput) { |
| op := &request.Operation{ |
| Name: opUntagResource, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &UntagResourceInput{} |
| } |
| |
| output = &UntagResourceOutput{} |
| req = c.newRequest(op, input, output) |
| req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) |
| return |
| } |
| |
| // UntagResource API operation for Amazon GameLift. |
| // |
| // Removes a tag that is assigned to a GameLift resource. Resource tags are |
| // used to organize Amazon Web Services resources for a range of purposes. This |
| // operation handles the permissions necessary to manage tags for the following |
| // GameLift resource types: |
| // |
| // * Build |
| // |
| // * Script |
| // |
| // * Fleet |
| // |
| // * Alias |
| // |
| // * GameSessionQueue |
| // |
| // * MatchmakingConfiguration |
| // |
| // * MatchmakingRuleSet |
| // |
| // To remove a tag from a resource, specify the unique ARN value for the resource |
| // and provide a string list containing one or more tags to be removed. This |
| // operation succeeds even if the list includes tags that are not currently |
| // assigned to the specified resource. |
| // |
| // Learn more |
| // |
| // Tagging Amazon Web Services Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) |
| // in the Amazon Web Services General Reference |
| // |
| // Amazon Web Services Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) |
| // |
| // Related actions |
| // |
| // TagResource | UntagResource | ListTagsForResource | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation UntagResource for usage and error information. |
| // |
| // Returned Error Types: |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * TaggingFailedException |
| // The requested tagging operation did not succeed. This may be due to invalid |
| // tag format or the maximum tag limit may have been exceeded. Resolve the issue |
| // before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UntagResource |
| func (c *GameLift) UntagResource(input *UntagResourceInput) (*UntagResourceOutput, error) { |
| req, out := c.UntagResourceRequest(input) |
| return out, req.Send() |
| } |
| |
| // UntagResourceWithContext is the same as UntagResource with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See UntagResource for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) UntagResourceWithContext(ctx aws.Context, input *UntagResourceInput, opts ...request.Option) (*UntagResourceOutput, error) { |
| req, out := c.UntagResourceRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opUpdateAlias = "UpdateAlias" |
| |
| // UpdateAliasRequest generates a "aws/request.Request" representing the |
| // client's request for the UpdateAlias operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See UpdateAlias for more information on using the UpdateAlias |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the UpdateAliasRequest method. |
| // req, resp := client.UpdateAliasRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias |
| func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Request, output *UpdateAliasOutput) { |
| op := &request.Operation{ |
| Name: opUpdateAlias, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &UpdateAliasInput{} |
| } |
| |
| output = &UpdateAliasOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // UpdateAlias API operation for Amazon GameLift. |
| // |
| // Updates properties for an alias. To update properties, specify the alias |
| // ID to be updated and provide the information to be changed. To reassign an |
| // alias to another fleet, provide an updated routing strategy. If successful, |
| // the updated alias record is returned. |
| // |
| // Related actions |
| // |
| // CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation UpdateAlias for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAlias |
| func (c *GameLift) UpdateAlias(input *UpdateAliasInput) (*UpdateAliasOutput, error) { |
| req, out := c.UpdateAliasRequest(input) |
| return out, req.Send() |
| } |
| |
| // UpdateAliasWithContext is the same as UpdateAlias with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See UpdateAlias for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) UpdateAliasWithContext(ctx aws.Context, input *UpdateAliasInput, opts ...request.Option) (*UpdateAliasOutput, error) { |
| req, out := c.UpdateAliasRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opUpdateBuild = "UpdateBuild" |
| |
| // UpdateBuildRequest generates a "aws/request.Request" representing the |
| // client's request for the UpdateBuild operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See UpdateBuild for more information on using the UpdateBuild |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the UpdateBuildRequest method. |
| // req, resp := client.UpdateBuildRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild |
| func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Request, output *UpdateBuildOutput) { |
| op := &request.Operation{ |
| Name: opUpdateBuild, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &UpdateBuildInput{} |
| } |
| |
| output = &UpdateBuildOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // UpdateBuild API operation for Amazon GameLift. |
| // |
| // Updates metadata in a build resource, including the build name and version. |
| // To update the metadata, specify the build ID to update and provide the new |
| // values. If successful, a build object containing the updated metadata is |
| // returned. |
| // |
| // Learn more |
| // |
| // Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) |
| // |
| // Related actions |
| // |
| // CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All |
| // APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation UpdateBuild for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuild |
| func (c *GameLift) UpdateBuild(input *UpdateBuildInput) (*UpdateBuildOutput, error) { |
| req, out := c.UpdateBuildRequest(input) |
| return out, req.Send() |
| } |
| |
| // UpdateBuildWithContext is the same as UpdateBuild with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See UpdateBuild for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) UpdateBuildWithContext(ctx aws.Context, input *UpdateBuildInput, opts ...request.Option) (*UpdateBuildOutput, error) { |
| req, out := c.UpdateBuildRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opUpdateFleetAttributes = "UpdateFleetAttributes" |
| |
| // UpdateFleetAttributesRequest generates a "aws/request.Request" representing the |
| // client's request for the UpdateFleetAttributes operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See UpdateFleetAttributes for more information on using the UpdateFleetAttributes |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the UpdateFleetAttributesRequest method. |
| // req, resp := client.UpdateFleetAttributesRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes |
| func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInput) (req *request.Request, output *UpdateFleetAttributesOutput) { |
| op := &request.Operation{ |
| Name: opUpdateFleetAttributes, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &UpdateFleetAttributesInput{} |
| } |
| |
| output = &UpdateFleetAttributesOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // UpdateFleetAttributes API operation for Amazon GameLift. |
| // |
| // Updates a fleet's mutable attributes, including game session protection and |
| // resource creation limits. |
| // |
| // To update fleet attributes, specify the fleet ID and the property values |
| // that you want to change. |
| // |
| // If successful, an updated FleetAttributes object is returned. |
| // |
| // Learn more |
| // |
| // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // Related actions |
| // |
| // CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings |
| // | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy |
| // | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by |
| // task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation UpdateFleetAttributes for usage and error information. |
| // |
| // Returned Error Types: |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * ConflictException |
| // The requested operation would cause a conflict with the current state of |
| // a service resource associated with the request. Resolve the conflict before |
| // retrying this request. |
| // |
| // * InvalidFleetStatusException |
| // The requested operation would cause a conflict with the current state of |
| // a resource associated with the request and/or the fleet. Resolve the conflict |
| // before retrying. |
| // |
| // * LimitExceededException |
| // The requested operation would cause the resource to exceed the allowed service |
| // limit. Resolve the issue before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributes |
| func (c *GameLift) UpdateFleetAttributes(input *UpdateFleetAttributesInput) (*UpdateFleetAttributesOutput, error) { |
| req, out := c.UpdateFleetAttributesRequest(input) |
| return out, req.Send() |
| } |
| |
| // UpdateFleetAttributesWithContext is the same as UpdateFleetAttributes with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See UpdateFleetAttributes for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) UpdateFleetAttributesWithContext(ctx aws.Context, input *UpdateFleetAttributesInput, opts ...request.Option) (*UpdateFleetAttributesOutput, error) { |
| req, out := c.UpdateFleetAttributesRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opUpdateFleetCapacity = "UpdateFleetCapacity" |
| |
| // UpdateFleetCapacityRequest generates a "aws/request.Request" representing the |
| // client's request for the UpdateFleetCapacity operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See UpdateFleetCapacity for more information on using the UpdateFleetCapacity |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the UpdateFleetCapacityRequest method. |
| // req, resp := client.UpdateFleetCapacityRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity |
| func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) (req *request.Request, output *UpdateFleetCapacityOutput) { |
| op := &request.Operation{ |
| Name: opUpdateFleetCapacity, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &UpdateFleetCapacityInput{} |
| } |
| |
| output = &UpdateFleetCapacityOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // UpdateFleetCapacity API operation for Amazon GameLift. |
| // |
| // Updates capacity settings for a fleet. For fleets with multiple locations, |
| // use this operation to manage capacity settings in each location individually. |
| // Fleet capacity determines the number of game sessions and players that can |
| // be hosted based on the fleet configuration. Use this operation to set the |
| // following fleet capacity properties: |
| // |
| // * Minimum/maximum size: Set hard limits on fleet capacity. GameLift cannot |
| // set the fleet's capacity to a value outside of this range, whether the |
| // capacity is changed manually or through automatic scaling. |
| // |
| // * Desired capacity: Manually set the number of Amazon EC2 instances to |
| // be maintained in a fleet location. Before changing a fleet's desired capacity, |
| // you may want to call DescribeEC2InstanceLimits to get the maximum capacity |
| // of the fleet's Amazon EC2 instance type. Alternatively, consider using |
| // automatic scaling to adjust capacity based on player demand. |
| // |
| // This operation can be used in the following ways: |
| // |
| // * To update capacity for a fleet's home Region, or if the fleet has no |
| // remote locations, omit the Location parameter. The fleet must be in ACTIVE |
| // status. |
| // |
| // * To update capacity for a fleet's remote location, include the Location |
| // parameter set to the location to be updated. The location must be in ACTIVE |
| // status. |
| // |
| // If successful, capacity settings are updated immediately. In response a change |
| // in desired capacity, GameLift initiates steps to start new instances or terminate |
| // existing instances in the requested fleet location. This continues until |
| // the location's active instance count matches the new desired instance count. |
| // You can track a fleet's current capacity by calling DescribeFleetCapacity |
| // or DescribeFleetLocationCapacity. If the requested desired instance count |
| // is higher than the instance type's limit, the LimitExceeded exception occurs. |
| // |
| // Learn more |
| // |
| // Scaling fleet capacity (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-manage-capacity.html) |
| // |
| // Related actions |
| // |
| // CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings |
| // | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy |
| // | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by |
| // task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation UpdateFleetCapacity for usage and error information. |
| // |
| // Returned Error Types: |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * ConflictException |
| // The requested operation would cause a conflict with the current state of |
| // a service resource associated with the request. Resolve the conflict before |
| // retrying this request. |
| // |
| // * LimitExceededException |
| // The requested operation would cause the resource to exceed the allowed service |
| // limit. Resolve the issue before retrying. |
| // |
| // * InvalidFleetStatusException |
| // The requested operation would cause a conflict with the current state of |
| // a resource associated with the request and/or the fleet. Resolve the conflict |
| // before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacity |
| func (c *GameLift) UpdateFleetCapacity(input *UpdateFleetCapacityInput) (*UpdateFleetCapacityOutput, error) { |
| req, out := c.UpdateFleetCapacityRequest(input) |
| return out, req.Send() |
| } |
| |
| // UpdateFleetCapacityWithContext is the same as UpdateFleetCapacity with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See UpdateFleetCapacity for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) UpdateFleetCapacityWithContext(ctx aws.Context, input *UpdateFleetCapacityInput, opts ...request.Option) (*UpdateFleetCapacityOutput, error) { |
| req, out := c.UpdateFleetCapacityRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opUpdateFleetPortSettings = "UpdateFleetPortSettings" |
| |
| // UpdateFleetPortSettingsRequest generates a "aws/request.Request" representing the |
| // client's request for the UpdateFleetPortSettings operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See UpdateFleetPortSettings for more information on using the UpdateFleetPortSettings |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the UpdateFleetPortSettingsRequest method. |
| // req, resp := client.UpdateFleetPortSettingsRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings |
| func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettingsInput) (req *request.Request, output *UpdateFleetPortSettingsOutput) { |
| op := &request.Operation{ |
| Name: opUpdateFleetPortSettings, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &UpdateFleetPortSettingsInput{} |
| } |
| |
| output = &UpdateFleetPortSettingsOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // UpdateFleetPortSettings API operation for Amazon GameLift. |
| // |
| // Updates permissions that allow inbound traffic to connect to game sessions |
| // that are being hosted on instances in the fleet. |
| // |
| // To update settings, specify the fleet ID to be updated and specify the changes |
| // to be made. List the permissions you want to add in InboundPermissionAuthorizations, |
| // and permissions you want to remove in InboundPermissionRevocations. Permissions |
| // to be removed must match existing fleet permissions. |
| // |
| // If successful, the fleet ID for the updated fleet is returned. For fleets |
| // with remote locations, port setting updates can take time to propagate across |
| // all locations. You can check the status of updates in each location by calling |
| // DescribeFleetPortSettings with a location name. |
| // |
| // Learn more |
| // |
| // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // Related actions |
| // |
| // CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings |
| // | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy |
| // | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by |
| // task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation UpdateFleetPortSettings for usage and error information. |
| // |
| // Returned Error Types: |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * ConflictException |
| // The requested operation would cause a conflict with the current state of |
| // a service resource associated with the request. Resolve the conflict before |
| // retrying this request. |
| // |
| // * InvalidFleetStatusException |
| // The requested operation would cause a conflict with the current state of |
| // a resource associated with the request and/or the fleet. Resolve the conflict |
| // before retrying. |
| // |
| // * LimitExceededException |
| // The requested operation would cause the resource to exceed the allowed service |
| // limit. Resolve the issue before retrying. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettings |
| func (c *GameLift) UpdateFleetPortSettings(input *UpdateFleetPortSettingsInput) (*UpdateFleetPortSettingsOutput, error) { |
| req, out := c.UpdateFleetPortSettingsRequest(input) |
| return out, req.Send() |
| } |
| |
| // UpdateFleetPortSettingsWithContext is the same as UpdateFleetPortSettings with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See UpdateFleetPortSettings for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) UpdateFleetPortSettingsWithContext(ctx aws.Context, input *UpdateFleetPortSettingsInput, opts ...request.Option) (*UpdateFleetPortSettingsOutput, error) { |
| req, out := c.UpdateFleetPortSettingsRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opUpdateGameServer = "UpdateGameServer" |
| |
| // UpdateGameServerRequest generates a "aws/request.Request" representing the |
| // client's request for the UpdateGameServer operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See UpdateGameServer for more information on using the UpdateGameServer |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the UpdateGameServerRequest method. |
| // req, resp := client.UpdateGameServerRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServer |
| func (c *GameLift) UpdateGameServerRequest(input *UpdateGameServerInput) (req *request.Request, output *UpdateGameServerOutput) { |
| op := &request.Operation{ |
| Name: opUpdateGameServer, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &UpdateGameServerInput{} |
| } |
| |
| output = &UpdateGameServerOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // UpdateGameServer API operation for Amazon GameLift. |
| // |
| // This operation is used with the GameLift FleetIQ solution and game server |
| // groups. |
| // |
| // Updates information about a registered game server to help GameLift FleetIQ |
| // to track game server availability. This operation is called by a game server |
| // process that is running on an instance in a game server group. |
| // |
| // Use this operation to update the following types of game server information. |
| // You can make all three types of updates in the same request: |
| // |
| // * To update the game server's utilization status, identify the game server |
| // and game server group and specify the current utilization status. Use |
| // this status to identify when game servers are currently hosting games |
| // and when they are available to be claimed. |
| // |
| // * To report health status, identify the game server and game server group |
| // and set health check to HEALTHY. If a game server does not report health |
| // status for a certain length of time, the game server is no longer considered |
| // healthy. As a result, it will be eventually deregistered from the game |
| // server group to avoid affecting utilization metrics. The best practice |
| // is to report health every 60 seconds. |
| // |
| // * To change game server metadata, provide updated game server data. |
| // |
| // Once a game server is successfully updated, the relevant statuses and timestamps |
| // are updated. |
| // |
| // Learn more |
| // |
| // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) |
| // |
| // Related actions |
| // |
| // RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer |
| // | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation UpdateGameServer for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServer |
| func (c *GameLift) UpdateGameServer(input *UpdateGameServerInput) (*UpdateGameServerOutput, error) { |
| req, out := c.UpdateGameServerRequest(input) |
| return out, req.Send() |
| } |
| |
| // UpdateGameServerWithContext is the same as UpdateGameServer with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See UpdateGameServer for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) UpdateGameServerWithContext(ctx aws.Context, input *UpdateGameServerInput, opts ...request.Option) (*UpdateGameServerOutput, error) { |
| req, out := c.UpdateGameServerRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opUpdateGameServerGroup = "UpdateGameServerGroup" |
| |
| // UpdateGameServerGroupRequest generates a "aws/request.Request" representing the |
| // client's request for the UpdateGameServerGroup operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See UpdateGameServerGroup for more information on using the UpdateGameServerGroup |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the UpdateGameServerGroupRequest method. |
| // req, resp := client.UpdateGameServerGroupRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServerGroup |
| func (c *GameLift) UpdateGameServerGroupRequest(input *UpdateGameServerGroupInput) (req *request.Request, output *UpdateGameServerGroupOutput) { |
| op := &request.Operation{ |
| Name: opUpdateGameServerGroup, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &UpdateGameServerGroupInput{} |
| } |
| |
| output = &UpdateGameServerGroupOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // UpdateGameServerGroup API operation for Amazon GameLift. |
| // |
| // This operation is used with the GameLift FleetIQ solution and game server |
| // groups. |
| // |
| // Updates GameLift FleetIQ-specific properties for a game server group. Many |
| // Auto Scaling group properties are updated on the Auto Scaling group directly, |
| // including the launch template, Auto Scaling policies, and maximum/minimum/desired |
| // instance counts. |
| // |
| // To update the game server group, specify the game server group ID and provide |
| // the updated values. Before applying the updates, the new values are validated |
| // to ensure that GameLift FleetIQ can continue to perform instance balancing |
| // activity. If successful, a GameServerGroup object is returned. |
| // |
| // Learn more |
| // |
| // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) |
| // |
| // Related actions |
| // |
| // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | |
| // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup |
| // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation UpdateGameServerGroup for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameServerGroup |
| func (c *GameLift) UpdateGameServerGroup(input *UpdateGameServerGroupInput) (*UpdateGameServerGroupOutput, error) { |
| req, out := c.UpdateGameServerGroupRequest(input) |
| return out, req.Send() |
| } |
| |
| // UpdateGameServerGroupWithContext is the same as UpdateGameServerGroup with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See UpdateGameServerGroup for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) UpdateGameServerGroupWithContext(ctx aws.Context, input *UpdateGameServerGroupInput, opts ...request.Option) (*UpdateGameServerGroupOutput, error) { |
| req, out := c.UpdateGameServerGroupRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opUpdateGameSession = "UpdateGameSession" |
| |
| // UpdateGameSessionRequest generates a "aws/request.Request" representing the |
| // client's request for the UpdateGameSession operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See UpdateGameSession for more information on using the UpdateGameSession |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the UpdateGameSessionRequest method. |
| // req, resp := client.UpdateGameSessionRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession |
| func (c *GameLift) UpdateGameSessionRequest(input *UpdateGameSessionInput) (req *request.Request, output *UpdateGameSessionOutput) { |
| op := &request.Operation{ |
| Name: opUpdateGameSession, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &UpdateGameSessionInput{} |
| } |
| |
| output = &UpdateGameSessionOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // UpdateGameSession API operation for Amazon GameLift. |
| // |
| // Updates the mutable properties of a game session. |
| // |
| // To update a game session, specify the game session ID and the values you |
| // want to change. |
| // |
| // If successful, the updated GameSession object is returned. |
| // |
| // Related actions |
| // |
| // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions |
| // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | |
| // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation UpdateGameSession for usage and error information. |
| // |
| // Returned Error Types: |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * ConflictException |
| // The requested operation would cause a conflict with the current state of |
| // a service resource associated with the request. Resolve the conflict before |
| // retrying this request. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidGameSessionStatusException |
| // The requested operation would cause a conflict with the current state of |
| // a resource associated with the request and/or the game instance. Resolve |
| // the conflict before retrying. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSession |
| func (c *GameLift) UpdateGameSession(input *UpdateGameSessionInput) (*UpdateGameSessionOutput, error) { |
| req, out := c.UpdateGameSessionRequest(input) |
| return out, req.Send() |
| } |
| |
| // UpdateGameSessionWithContext is the same as UpdateGameSession with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See UpdateGameSession for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) UpdateGameSessionWithContext(ctx aws.Context, input *UpdateGameSessionInput, opts ...request.Option) (*UpdateGameSessionOutput, error) { |
| req, out := c.UpdateGameSessionRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opUpdateGameSessionQueue = "UpdateGameSessionQueue" |
| |
| // UpdateGameSessionQueueRequest generates a "aws/request.Request" representing the |
| // client's request for the UpdateGameSessionQueue operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See UpdateGameSessionQueue for more information on using the UpdateGameSessionQueue |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the UpdateGameSessionQueueRequest method. |
| // req, resp := client.UpdateGameSessionQueueRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue |
| func (c *GameLift) UpdateGameSessionQueueRequest(input *UpdateGameSessionQueueInput) (req *request.Request, output *UpdateGameSessionQueueOutput) { |
| op := &request.Operation{ |
| Name: opUpdateGameSessionQueue, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &UpdateGameSessionQueueInput{} |
| } |
| |
| output = &UpdateGameSessionQueueOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // UpdateGameSessionQueue API operation for Amazon GameLift. |
| // |
| // 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 (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html) |
| // |
| // Related actions |
| // |
| // CreateGameSessionQueue (https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateGameSessionQueue.html) |
| // | DescribeGameSessionQueues (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionQueues.html) |
| // | UpdateGameSessionQueue (https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSessionQueue.html) |
| // | DeleteGameSessionQueue (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DeleteGameSessionQueue.html) |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation UpdateGameSessionQueue for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueue |
| func (c *GameLift) UpdateGameSessionQueue(input *UpdateGameSessionQueueInput) (*UpdateGameSessionQueueOutput, error) { |
| req, out := c.UpdateGameSessionQueueRequest(input) |
| return out, req.Send() |
| } |
| |
| // UpdateGameSessionQueueWithContext is the same as UpdateGameSessionQueue with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See UpdateGameSessionQueue for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) UpdateGameSessionQueueWithContext(ctx aws.Context, input *UpdateGameSessionQueueInput, opts ...request.Option) (*UpdateGameSessionQueueOutput, error) { |
| req, out := c.UpdateGameSessionQueueRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opUpdateMatchmakingConfiguration = "UpdateMatchmakingConfiguration" |
| |
| // UpdateMatchmakingConfigurationRequest generates a "aws/request.Request" representing the |
| // client's request for the UpdateMatchmakingConfiguration operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See UpdateMatchmakingConfiguration for more information on using the UpdateMatchmakingConfiguration |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the UpdateMatchmakingConfigurationRequest method. |
| // req, resp := client.UpdateMatchmakingConfigurationRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration |
| func (c *GameLift) UpdateMatchmakingConfigurationRequest(input *UpdateMatchmakingConfigurationInput) (req *request.Request, output *UpdateMatchmakingConfigurationOutput) { |
| op := &request.Operation{ |
| Name: opUpdateMatchmakingConfiguration, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &UpdateMatchmakingConfigurationInput{} |
| } |
| |
| output = &UpdateMatchmakingConfigurationOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // UpdateMatchmakingConfiguration API operation for Amazon GameLift. |
| // |
| // Updates settings for a FlexMatch matchmaking configuration. These changes |
| // affect all matches and game sessions that are created after the update. To |
| // update settings, specify the configuration name to be updated and provide |
| // the new settings. |
| // |
| // Learn more |
| // |
| // Design a FlexMatch matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html) |
| // |
| // Related actions |
| // |
| // CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration |
| // | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets |
| // | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation UpdateMatchmakingConfiguration for usage and error information. |
| // |
| // Returned Error Types: |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration |
| func (c *GameLift) UpdateMatchmakingConfiguration(input *UpdateMatchmakingConfigurationInput) (*UpdateMatchmakingConfigurationOutput, error) { |
| req, out := c.UpdateMatchmakingConfigurationRequest(input) |
| return out, req.Send() |
| } |
| |
| // UpdateMatchmakingConfigurationWithContext is the same as UpdateMatchmakingConfiguration with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See UpdateMatchmakingConfiguration for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) UpdateMatchmakingConfigurationWithContext(ctx aws.Context, input *UpdateMatchmakingConfigurationInput, opts ...request.Option) (*UpdateMatchmakingConfigurationOutput, error) { |
| req, out := c.UpdateMatchmakingConfigurationRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opUpdateRuntimeConfiguration = "UpdateRuntimeConfiguration" |
| |
| // UpdateRuntimeConfigurationRequest generates a "aws/request.Request" representing the |
| // client's request for the UpdateRuntimeConfiguration operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See UpdateRuntimeConfiguration for more information on using the UpdateRuntimeConfiguration |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the UpdateRuntimeConfigurationRequest method. |
| // req, resp := client.UpdateRuntimeConfigurationRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration |
| func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) (req *request.Request, output *UpdateRuntimeConfigurationOutput) { |
| op := &request.Operation{ |
| Name: opUpdateRuntimeConfiguration, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &UpdateRuntimeConfigurationInput{} |
| } |
| |
| output = &UpdateRuntimeConfigurationOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // UpdateRuntimeConfiguration API operation for Amazon GameLift. |
| // |
| // Updates the current runtime configuration for the specified fleet, which |
| // tells GameLift how to launch server processes on all instances in the fleet. |
| // You can update a fleet's runtime configuration at any time after the fleet |
| // is created; it does not need to be in ACTIVE status. |
| // |
| // To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration |
| // with an updated set of server process configurations. |
| // |
| // If successful, the fleet's runtime configuration settings are updated. Each |
| // instance in the fleet regularly checks for and retrieves updated runtime |
| // configurations. Instances immediately begin complying with the new configuration |
| // by launching new server processes or not replacing existing processes when |
| // they shut down. Updating a fleet's runtime configuration never affects existing |
| // server processes. |
| // |
| // Learn more |
| // |
| // Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) |
| // |
| // Related actions |
| // |
| // CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings |
| // | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy |
| // | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by |
| // task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation UpdateRuntimeConfiguration for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * InvalidFleetStatusException |
| // The requested operation would cause a conflict with the current state of |
| // a resource associated with the request and/or the fleet. Resolve the conflict |
| // before retrying. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration |
| func (c *GameLift) UpdateRuntimeConfiguration(input *UpdateRuntimeConfigurationInput) (*UpdateRuntimeConfigurationOutput, error) { |
| req, out := c.UpdateRuntimeConfigurationRequest(input) |
| return out, req.Send() |
| } |
| |
| // UpdateRuntimeConfigurationWithContext is the same as UpdateRuntimeConfiguration with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See UpdateRuntimeConfiguration for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) UpdateRuntimeConfigurationWithContext(ctx aws.Context, input *UpdateRuntimeConfigurationInput, opts ...request.Option) (*UpdateRuntimeConfigurationOutput, error) { |
| req, out := c.UpdateRuntimeConfigurationRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opUpdateScript = "UpdateScript" |
| |
| // UpdateScriptRequest generates a "aws/request.Request" representing the |
| // client's request for the UpdateScript operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See UpdateScript for more information on using the UpdateScript |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the UpdateScriptRequest method. |
| // req, resp := client.UpdateScriptRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateScript |
| func (c *GameLift) UpdateScriptRequest(input *UpdateScriptInput) (req *request.Request, output *UpdateScriptOutput) { |
| op := &request.Operation{ |
| Name: opUpdateScript, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &UpdateScriptInput{} |
| } |
| |
| output = &UpdateScriptOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // UpdateScript API operation for Amazon GameLift. |
| // |
| // Updates Realtime script metadata and content. |
| // |
| // To update script metadata, specify the script ID and provide updated name |
| // and/or version values. |
| // |
| // To update script content, provide an updated zip file by pointing to either |
| // a local file or an Amazon S3 bucket location. You can use either method regardless |
| // of how the original script was uploaded. Use the Version parameter to track |
| // updates to the script. |
| // |
| // If the call is successful, the updated metadata is stored in the script record |
| // and a revised script is uploaded to the Amazon GameLift service. Once the |
| // script is updated and acquired by a fleet instance, the new version is used |
| // for all new game sessions. |
| // |
| // Learn more |
| // |
| // Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) |
| // |
| // Related actions |
| // |
| // CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation UpdateScript for usage and error information. |
| // |
| // Returned Error Types: |
| // * UnauthorizedException |
| // The client failed authentication. Clients should not retry such requests. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // * NotFoundException |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| // |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateScript |
| func (c *GameLift) UpdateScript(input *UpdateScriptInput) (*UpdateScriptOutput, error) { |
| req, out := c.UpdateScriptRequest(input) |
| return out, req.Send() |
| } |
| |
| // UpdateScriptWithContext is the same as UpdateScript with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See UpdateScript for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) UpdateScriptWithContext(ctx aws.Context, input *UpdateScriptInput, opts ...request.Option) (*UpdateScriptOutput, error) { |
| req, out := c.UpdateScriptRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| const opValidateMatchmakingRuleSet = "ValidateMatchmakingRuleSet" |
| |
| // ValidateMatchmakingRuleSetRequest generates a "aws/request.Request" representing the |
| // client's request for the ValidateMatchmakingRuleSet operation. The "output" return |
| // value will be populated with the request's response once the request completes |
| // successfully. |
| // |
| // Use "Send" method on the returned Request to send the API call to the service. |
| // the "output" return value is not valid until after Send returns without error. |
| // |
| // See ValidateMatchmakingRuleSet for more information on using the ValidateMatchmakingRuleSet |
| // API call, and error handling. |
| // |
| // This method is useful when you want to inject custom logic or configuration |
| // into the SDK's request lifecycle. Such as custom headers, or retry logic. |
| // |
| // |
| // // Example sending a request using the ValidateMatchmakingRuleSetRequest method. |
| // req, resp := client.ValidateMatchmakingRuleSetRequest(params) |
| // |
| // err := req.Send() |
| // if err == nil { // resp is now filled |
| // fmt.Println(resp) |
| // } |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet |
| func (c *GameLift) ValidateMatchmakingRuleSetRequest(input *ValidateMatchmakingRuleSetInput) (req *request.Request, output *ValidateMatchmakingRuleSetOutput) { |
| op := &request.Operation{ |
| Name: opValidateMatchmakingRuleSet, |
| HTTPMethod: "POST", |
| HTTPPath: "/", |
| } |
| |
| if input == nil { |
| input = &ValidateMatchmakingRuleSetInput{} |
| } |
| |
| output = &ValidateMatchmakingRuleSetOutput{} |
| req = c.newRequest(op, input, output) |
| return |
| } |
| |
| // ValidateMatchmakingRuleSet API operation for Amazon GameLift. |
| // |
| // Validates the syntax of a matchmaking rule or rule set. This operation checks |
| // that the rule set is using syntactically correct JSON and that it conforms |
| // to allowed property expressions. To validate syntax, provide a rule set JSON |
| // string. |
| // |
| // Learn more |
| // |
| // * Build a rule set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html) |
| // |
| // Related actions |
| // |
| // CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration |
| // | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets |
| // | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| // |
| // Returns awserr.Error for service API and SDK errors. Use runtime type assertions |
| // with awserr.Error's Code and Message methods to get detailed information about |
| // the error. |
| // |
| // See the AWS API reference guide for Amazon GameLift's |
| // API operation ValidateMatchmakingRuleSet for usage and error information. |
| // |
| // Returned Error Types: |
| // * InternalServiceException |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| // |
| // * UnsupportedRegionException |
| // The requested operation is not supported in the Region specified. |
| // |
| // * InvalidRequestException |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| // |
| // See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet |
| func (c *GameLift) ValidateMatchmakingRuleSet(input *ValidateMatchmakingRuleSetInput) (*ValidateMatchmakingRuleSetOutput, error) { |
| req, out := c.ValidateMatchmakingRuleSetRequest(input) |
| return out, req.Send() |
| } |
| |
| // ValidateMatchmakingRuleSetWithContext is the same as ValidateMatchmakingRuleSet with the addition of |
| // the ability to pass a context and additional request options. |
| // |
| // See ValidateMatchmakingRuleSet for details on how to use this API operation. |
| // |
| // The context must be non-nil and will be used for request cancellation. If |
| // the context is nil a panic will occur. In the future the SDK may create |
| // sub-contexts for http.Requests. See https://golang.org/pkg/context/ |
| // for more information on using Contexts. |
| func (c *GameLift) ValidateMatchmakingRuleSetWithContext(ctx aws.Context, input *ValidateMatchmakingRuleSetInput, opts ...request.Option) (*ValidateMatchmakingRuleSetOutput, error) { |
| req, out := c.ValidateMatchmakingRuleSetRequest(input) |
| req.SetContext(ctx) |
| req.ApplyOptions(opts...) |
| return out, req.Send() |
| } |
| |
| // Represents the input for a request operation. |
| type AcceptMatchInput struct { |
| _ struct{} `type:"structure"` |
| |
| // Player response to the proposed match. |
| // |
| // AcceptanceType is a required field |
| AcceptanceType *string `type:"string" required:"true" enum:"AcceptanceType"` |
| |
| // A unique identifier for a player delivering the response. This parameter |
| // can include one or multiple player IDs. |
| // |
| // PlayerIds is a required field |
| PlayerIds []*string `type:"list" required:"true"` |
| |
| // A unique identifier for a matchmaking ticket. The ticket must be in status |
| // REQUIRES_ACCEPTANCE; otherwise this request will fail. |
| // |
| // TicketId is a required field |
| TicketId *string `type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s AcceptMatchInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s AcceptMatchInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *AcceptMatchInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "AcceptMatchInput"} |
| if s.AcceptanceType == nil { |
| invalidParams.Add(request.NewErrParamRequired("AcceptanceType")) |
| } |
| if s.PlayerIds == nil { |
| invalidParams.Add(request.NewErrParamRequired("PlayerIds")) |
| } |
| if s.TicketId == nil { |
| invalidParams.Add(request.NewErrParamRequired("TicketId")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetAcceptanceType sets the AcceptanceType field's value. |
| func (s *AcceptMatchInput) SetAcceptanceType(v string) *AcceptMatchInput { |
| s.AcceptanceType = &v |
| return s |
| } |
| |
| // SetPlayerIds sets the PlayerIds field's value. |
| func (s *AcceptMatchInput) SetPlayerIds(v []*string) *AcceptMatchInput { |
| s.PlayerIds = v |
| return s |
| } |
| |
| // SetTicketId sets the TicketId field's value. |
| func (s *AcceptMatchInput) SetTicketId(v string) *AcceptMatchInput { |
| s.TicketId = &v |
| return s |
| } |
| |
| type AcceptMatchOutput struct { |
| _ struct{} `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s AcceptMatchOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s AcceptMatchOutput) GoString() string { |
| return s.String() |
| } |
| |
| // Properties that describe an alias resource. |
| // |
| // Related actions |
| // |
| // CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| type Alias struct { |
| _ struct{} `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift alias resource and uniquely identifies it. |
| // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. |
| // In a GameLift alias ARN, the resource ID matches the alias ID value. |
| AliasArn *string `type:"string"` |
| |
| // A unique identifier for the alias. Alias IDs are unique within a Region. |
| AliasId *string `type:"string"` |
| |
| // A time stamp indicating when this data object was created. Format is a number |
| // expressed in Unix time as milliseconds (for example "1469498468.057"). |
| CreationTime *time.Time `type:"timestamp"` |
| |
| // A human-readable description of an alias. |
| Description *string `type:"string"` |
| |
| // The time that this data object was last modified. Format is a number expressed |
| // in Unix time as milliseconds (for example "1469498468.057"). |
| LastUpdatedTime *time.Time `type:"timestamp"` |
| |
| // A descriptive label that is associated with an alias. Alias names do not |
| // need to be unique. |
| Name *string `min:"1" type:"string"` |
| |
| // The routing configuration, including routing type and fleet target, for the |
| // alias. |
| RoutingStrategy *RoutingStrategy `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s Alias) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s Alias) GoString() string { |
| return s.String() |
| } |
| |
| // SetAliasArn sets the AliasArn field's value. |
| func (s *Alias) SetAliasArn(v string) *Alias { |
| s.AliasArn = &v |
| return s |
| } |
| |
| // SetAliasId sets the AliasId field's value. |
| func (s *Alias) SetAliasId(v string) *Alias { |
| s.AliasId = &v |
| return s |
| } |
| |
| // SetCreationTime sets the CreationTime field's value. |
| func (s *Alias) SetCreationTime(v time.Time) *Alias { |
| s.CreationTime = &v |
| return s |
| } |
| |
| // SetDescription sets the Description field's value. |
| func (s *Alias) SetDescription(v string) *Alias { |
| s.Description = &v |
| return s |
| } |
| |
| // SetLastUpdatedTime sets the LastUpdatedTime field's value. |
| func (s *Alias) SetLastUpdatedTime(v time.Time) *Alias { |
| s.LastUpdatedTime = &v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *Alias) SetName(v string) *Alias { |
| s.Name = &v |
| return s |
| } |
| |
| // SetRoutingStrategy sets the RoutingStrategy field's value. |
| func (s *Alias) SetRoutingStrategy(v *RoutingStrategy) *Alias { |
| s.RoutingStrategy = v |
| return s |
| } |
| |
| // Values for use in Player attribute key-value pairs. This object lets you |
| // specify an attribute value using any of the valid data types: string, number, |
| // string array, or data map. Each AttributeValue object can use only one of |
| // the available properties. |
| type AttributeValue struct { |
| _ struct{} `type:"structure"` |
| |
| // For number values, expressed as double. |
| N *float64 `type:"double"` |
| |
| // For single string values. Maximum string length is 100 characters. |
| S *string `min:"1" type:"string"` |
| |
| // For a map of up to 10 data type:value pairs. Maximum length for each string |
| // value is 100 characters. |
| SDM map[string]*float64 `type:"map"` |
| |
| // For a list of up to 100 strings. Maximum length for each string is 100 characters. |
| // Duplicate values are not recognized; all occurrences of the repeated value |
| // after the first of a repeated value are ignored. |
| SL []*string `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s AttributeValue) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s AttributeValue) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *AttributeValue) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "AttributeValue"} |
| if s.S != nil && len(*s.S) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("S", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetN sets the N field's value. |
| func (s *AttributeValue) SetN(v float64) *AttributeValue { |
| s.N = &v |
| return s |
| } |
| |
| // SetS sets the S field's value. |
| func (s *AttributeValue) SetS(v string) *AttributeValue { |
| s.S = &v |
| return s |
| } |
| |
| // SetSDM sets the SDM field's value. |
| func (s *AttributeValue) SetSDM(v map[string]*float64) *AttributeValue { |
| s.SDM = v |
| return s |
| } |
| |
| // SetSL sets the SL field's value. |
| func (s *AttributeValue) SetSL(v []*string) *AttributeValue { |
| s.SL = v |
| return s |
| } |
| |
| // Temporary access credentials used for uploading game build files to Amazon |
| // GameLift. They are valid for a limited time. If they expire before you upload |
| // your game build, get a new set by calling RequestUploadCredentials. |
| type AwsCredentials struct { |
| _ struct{} `type:"structure" sensitive:"true"` |
| |
| // Temporary key allowing access to the Amazon GameLift S3 account. |
| AccessKeyId *string `min:"1" type:"string"` |
| |
| // Temporary secret key allowing access to the Amazon GameLift S3 account. |
| SecretAccessKey *string `min:"1" type:"string"` |
| |
| // Token used to associate a specific build ID with the files uploaded using |
| // these credentials. |
| SessionToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s AwsCredentials) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s AwsCredentials) GoString() string { |
| return s.String() |
| } |
| |
| // SetAccessKeyId sets the AccessKeyId field's value. |
| func (s *AwsCredentials) SetAccessKeyId(v string) *AwsCredentials { |
| s.AccessKeyId = &v |
| return s |
| } |
| |
| // SetSecretAccessKey sets the SecretAccessKey field's value. |
| func (s *AwsCredentials) SetSecretAccessKey(v string) *AwsCredentials { |
| s.SecretAccessKey = &v |
| return s |
| } |
| |
| // SetSessionToken sets the SessionToken field's value. |
| func (s *AwsCredentials) SetSessionToken(v string) *AwsCredentials { |
| s.SessionToken = &v |
| return s |
| } |
| |
| // Properties describing a custom game build. |
| // |
| // Related actions |
| // |
| // CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All |
| // APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| type Build struct { |
| _ struct{} `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift build resource and uniquely identifies it. |
| // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. |
| // In a GameLift build ARN, the resource ID matches the BuildId value. |
| BuildArn *string `type:"string"` |
| |
| // A unique identifier for the build. |
| BuildId *string `type:"string"` |
| |
| // A time stamp indicating when this data object was created. Format is a number |
| // expressed in Unix time as milliseconds (for example "1469498468.057"). |
| CreationTime *time.Time `type:"timestamp"` |
| |
| // A descriptive label that is associated with a build. Build names do not need |
| // to be unique. It can be set using CreateBuild or UpdateBuild. |
| Name *string `type:"string"` |
| |
| // Operating system that the game server binaries are built to run on. This |
| // value determines the type of fleet resources that you can use for this build. |
| OperatingSystem *string `type:"string" enum:"OperatingSystem"` |
| |
| // File size of the uploaded game build, expressed in bytes. When the build |
| // status is INITIALIZED or when using a custom Amazon S3 storage location, |
| // this value is 0. |
| SizeOnDisk *int64 `min:"1" type:"long"` |
| |
| // Current status of the build. |
| // |
| // Possible build statuses include the following: |
| // |
| // * INITIALIZED -- A new build has been defined, but no files have been |
| // uploaded. You cannot create fleets for builds that are in this status. |
| // When a build is successfully created, the build status is set to this |
| // value. |
| // |
| // * READY -- The game build has been successfully uploaded. You can now |
| // create new fleets for this build. |
| // |
| // * FAILED -- The game build upload failed. You cannot create new fleets |
| // for this build. |
| Status *string `type:"string" enum:"BuildStatus"` |
| |
| // Version information that is associated with a build or script. Version strings |
| // do not need to be unique. This value can be set using CreateBuild or UpdateBuild. |
| Version *string `type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s Build) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s Build) GoString() string { |
| return s.String() |
| } |
| |
| // SetBuildArn sets the BuildArn field's value. |
| func (s *Build) SetBuildArn(v string) *Build { |
| s.BuildArn = &v |
| return s |
| } |
| |
| // SetBuildId sets the BuildId field's value. |
| func (s *Build) SetBuildId(v string) *Build { |
| s.BuildId = &v |
| return s |
| } |
| |
| // SetCreationTime sets the CreationTime field's value. |
| func (s *Build) SetCreationTime(v time.Time) *Build { |
| s.CreationTime = &v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *Build) SetName(v string) *Build { |
| s.Name = &v |
| return s |
| } |
| |
| // SetOperatingSystem sets the OperatingSystem field's value. |
| func (s *Build) SetOperatingSystem(v string) *Build { |
| s.OperatingSystem = &v |
| return s |
| } |
| |
| // SetSizeOnDisk sets the SizeOnDisk field's value. |
| func (s *Build) SetSizeOnDisk(v int64) *Build { |
| s.SizeOnDisk = &v |
| return s |
| } |
| |
| // SetStatus sets the Status field's value. |
| func (s *Build) SetStatus(v string) *Build { |
| s.Status = &v |
| return s |
| } |
| |
| // SetVersion sets the Version field's value. |
| func (s *Build) SetVersion(v string) *Build { |
| s.Version = &v |
| return s |
| } |
| |
| // Determines whether a TLS/SSL certificate is generated for a fleet. This feature |
| // must be enabled when creating the fleet. All instances in a fleet share the |
| // same certificate. The certificate can be retrieved by calling the GameLift |
| // Server SDK (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html) |
| // operation GetInstanceCertificate. |
| // |
| // A fleet's certificate configuration is part of FleetAttributes. |
| type CertificateConfiguration struct { |
| _ struct{} `type:"structure"` |
| |
| // Indicates whether a TLS/SSL certificate is generated for a fleet. |
| // |
| // Valid values include: |
| // |
| // * GENERATED - Generate a TLS/SSL certificate for this fleet. |
| // |
| // * DISABLED - (default) Do not generate a TLS/SSL certificate for this |
| // fleet. |
| // |
| // CertificateType is a required field |
| CertificateType *string `type:"string" required:"true" enum:"CertificateType"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CertificateConfiguration) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CertificateConfiguration) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *CertificateConfiguration) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "CertificateConfiguration"} |
| if s.CertificateType == nil { |
| invalidParams.Add(request.NewErrParamRequired("CertificateType")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetCertificateType sets the CertificateType field's value. |
| func (s *CertificateConfiguration) SetCertificateType(v string) *CertificateConfiguration { |
| s.CertificateType = &v |
| return s |
| } |
| |
| type ClaimGameServerInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A set of custom game server properties, formatted as a single string value. |
| // This data is passed to a game client or service when it requests information |
| // on game servers using ListGameServers or ClaimGameServer. |
| GameServerData *string `min:"1" type:"string"` |
| |
| // A unique identifier for the game server group where the game server is running. |
| // Use either the GameServerGroup name or ARN value. If you are not specifying |
| // a game server to claim, this value identifies where you want GameLift FleetIQ |
| // to look for an available game server to claim. |
| // |
| // GameServerGroupName is a required field |
| GameServerGroupName *string `min:"1" type:"string" required:"true"` |
| |
| // A custom string that uniquely identifies the game server to claim. If this |
| // parameter is left empty, GameLift FleetIQ searches for an available game |
| // server in the specified game server group. |
| GameServerId *string `min:"3" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ClaimGameServerInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ClaimGameServerInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *ClaimGameServerInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "ClaimGameServerInput"} |
| if s.GameServerData != nil && len(*s.GameServerData) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerData", 1)) |
| } |
| if s.GameServerGroupName == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) |
| } |
| if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) |
| } |
| if s.GameServerId != nil && len(*s.GameServerId) < 3 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerId", 3)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetGameServerData sets the GameServerData field's value. |
| func (s *ClaimGameServerInput) SetGameServerData(v string) *ClaimGameServerInput { |
| s.GameServerData = &v |
| return s |
| } |
| |
| // SetGameServerGroupName sets the GameServerGroupName field's value. |
| func (s *ClaimGameServerInput) SetGameServerGroupName(v string) *ClaimGameServerInput { |
| s.GameServerGroupName = &v |
| return s |
| } |
| |
| // SetGameServerId sets the GameServerId field's value. |
| func (s *ClaimGameServerInput) SetGameServerId(v string) *ClaimGameServerInput { |
| s.GameServerId = &v |
| return s |
| } |
| |
| type ClaimGameServerOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Object that describes the newly claimed game server. |
| GameServer *GameServer `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ClaimGameServerOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ClaimGameServerOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameServer sets the GameServer field's value. |
| func (s *ClaimGameServerOutput) SetGameServer(v *GameServer) *ClaimGameServerOutput { |
| s.GameServer = v |
| return s |
| } |
| |
| // The requested operation would cause a conflict with the current state of |
| // a service resource associated with the request. Resolve the conflict before |
| // retrying this request. |
| type ConflictException struct { |
| _ struct{} `type:"structure"` |
| RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` |
| |
| Message_ *string `locationName:"Message" min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ConflictException) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ConflictException) GoString() string { |
| return s.String() |
| } |
| |
| func newErrorConflictException(v protocol.ResponseMetadata) error { |
| return &ConflictException{ |
| RespMetadata: v, |
| } |
| } |
| |
| // Code returns the exception type name. |
| func (s *ConflictException) Code() string { |
| return "ConflictException" |
| } |
| |
| // Message returns the exception's message. |
| func (s *ConflictException) Message() string { |
| if s.Message_ != nil { |
| return *s.Message_ |
| } |
| return "" |
| } |
| |
| // OrigErr always returns nil, satisfies awserr.Error interface. |
| func (s *ConflictException) OrigErr() error { |
| return nil |
| } |
| |
| func (s *ConflictException) Error() string { |
| return fmt.Sprintf("%s: %s", s.Code(), s.Message()) |
| } |
| |
| // Status code returns the HTTP status code for the request's response error. |
| func (s *ConflictException) StatusCode() int { |
| return s.RespMetadata.StatusCode |
| } |
| |
| // RequestID returns the service's response RequestID for request. |
| func (s *ConflictException) RequestID() string { |
| return s.RespMetadata.RequestID |
| } |
| |
| // Represents the input for a request operation. |
| type CreateAliasInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A human-readable description of the alias. |
| Description *string `min:"1" type:"string"` |
| |
| // A descriptive label that is associated with an alias. Alias names do not |
| // need to be unique. |
| // |
| // Name is a required field |
| Name *string `min:"1" type:"string" required:"true"` |
| |
| // The routing configuration, including routing type and fleet target, for the |
| // alias. |
| // |
| // RoutingStrategy is a required field |
| RoutingStrategy *RoutingStrategy `type:"structure" required:"true"` |
| |
| // A list of labels to assign to the new alias resource. Tags are developer-defined |
| // key-value pairs. Tagging Amazon Web Services resources are useful for resource |
| // management, access management and cost allocation. For more information, |
| // see Tagging Amazon Web Services Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) |
| // in the Amazon Web Services General Reference. Once the resource is created, |
| // you can use TagResource, UntagResource, and ListTagsForResource to add, remove, |
| // and view tags. The maximum tag limit may be lower than stated. See the Amazon |
| // Web Services General Reference for actual tagging limits. |
| Tags []*Tag `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateAliasInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateAliasInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *CreateAliasInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "CreateAliasInput"} |
| if s.Description != nil && len(*s.Description) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Description", 1)) |
| } |
| if s.Name == nil { |
| invalidParams.Add(request.NewErrParamRequired("Name")) |
| } |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| if s.RoutingStrategy == nil { |
| invalidParams.Add(request.NewErrParamRequired("RoutingStrategy")) |
| } |
| if s.Tags != nil { |
| for i, v := range s.Tags { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetDescription sets the Description field's value. |
| func (s *CreateAliasInput) SetDescription(v string) *CreateAliasInput { |
| s.Description = &v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *CreateAliasInput) SetName(v string) *CreateAliasInput { |
| s.Name = &v |
| return s |
| } |
| |
| // SetRoutingStrategy sets the RoutingStrategy field's value. |
| func (s *CreateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *CreateAliasInput { |
| s.RoutingStrategy = v |
| return s |
| } |
| |
| // SetTags sets the Tags field's value. |
| func (s *CreateAliasInput) SetTags(v []*Tag) *CreateAliasInput { |
| s.Tags = v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type CreateAliasOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The newly created alias resource. |
| Alias *Alias `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateAliasOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateAliasOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetAlias sets the Alias field's value. |
| func (s *CreateAliasOutput) SetAlias(v *Alias) *CreateAliasOutput { |
| s.Alias = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type CreateBuildInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A descriptive label that is associated with a build. Build names do not need |
| // to be unique. You can use UpdateBuild to change this value later. |
| Name *string `min:"1" type:"string"` |
| |
| // The operating system that the game server binaries are built to run on. This |
| // value determines the type of fleet resources that you can use for this build. |
| // If your game build contains multiple executables, they all must run on the |
| // same operating system. If an operating system is not specified when creating |
| // a build, Amazon GameLift uses the default value (WINDOWS_2012). This value |
| // cannot be changed later. |
| OperatingSystem *string `type:"string" enum:"OperatingSystem"` |
| |
| // Information indicating where your game build files are stored. Use this parameter |
| // only when creating a build with files stored in an Amazon S3 bucket that |
| // you own. The storage location must specify an Amazon S3 bucket name and key. |
| // The location must also specify a role ARN that you set up to allow Amazon |
| // GameLift to access your Amazon S3 bucket. The S3 bucket and your new build |
| // must be in the same Region. |
| // |
| // If a StorageLocation is specified, the size of your file can be found in |
| // your Amazon S3 bucket. Amazon GameLift will report a SizeOnDisk of 0. |
| StorageLocation *S3Location `type:"structure"` |
| |
| // A list of labels to assign to the new build resource. Tags are developer-defined |
| // key-value pairs. Tagging Amazon Web Services resources are useful for resource |
| // management, access management and cost allocation. For more information, |
| // see Tagging Amazon Web Services Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) |
| // in the Amazon Web Services General Reference. Once the resource is created, |
| // you can use TagResource, UntagResource, and ListTagsForResource to add, remove, |
| // and view tags. The maximum tag limit may be lower than stated. See the Amazon |
| // Web Services General Reference for actual tagging limits. |
| Tags []*Tag `type:"list"` |
| |
| // Version information that is associated with a build or script. Version strings |
| // do not need to be unique. You can use UpdateBuild to change this value later. |
| Version *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateBuildInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateBuildInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *CreateBuildInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "CreateBuildInput"} |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| if s.Version != nil && len(*s.Version) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Version", 1)) |
| } |
| if s.StorageLocation != nil { |
| if err := s.StorageLocation.Validate(); err != nil { |
| invalidParams.AddNested("StorageLocation", err.(request.ErrInvalidParams)) |
| } |
| } |
| if s.Tags != nil { |
| for i, v := range s.Tags { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *CreateBuildInput) SetName(v string) *CreateBuildInput { |
| s.Name = &v |
| return s |
| } |
| |
| // SetOperatingSystem sets the OperatingSystem field's value. |
| func (s *CreateBuildInput) SetOperatingSystem(v string) *CreateBuildInput { |
| s.OperatingSystem = &v |
| return s |
| } |
| |
| // SetStorageLocation sets the StorageLocation field's value. |
| func (s *CreateBuildInput) SetStorageLocation(v *S3Location) *CreateBuildInput { |
| s.StorageLocation = v |
| return s |
| } |
| |
| // SetTags sets the Tags field's value. |
| func (s *CreateBuildInput) SetTags(v []*Tag) *CreateBuildInput { |
| s.Tags = v |
| return s |
| } |
| |
| // SetVersion sets the Version field's value. |
| func (s *CreateBuildInput) SetVersion(v string) *CreateBuildInput { |
| s.Version = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type CreateBuildOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The newly created build resource, including a unique build IDs and status. |
| Build *Build `type:"structure"` |
| |
| // Amazon S3 location for your game build file, including bucket name and key. |
| StorageLocation *S3Location `type:"structure"` |
| |
| // This element is returned only when the operation is called without a storage |
| // location. It contains credentials to use when you are uploading a build file |
| // to an Amazon S3 bucket that is owned by Amazon GameLift. Credentials have |
| // a limited life span. To refresh these credentials, call RequestUploadCredentials. |
| // |
| // UploadCredentials is a sensitive parameter and its value will be |
| // replaced with "sensitive" in string returned by CreateBuildOutput's |
| // String and GoString methods. |
| UploadCredentials *AwsCredentials `type:"structure" sensitive:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateBuildOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateBuildOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetBuild sets the Build field's value. |
| func (s *CreateBuildOutput) SetBuild(v *Build) *CreateBuildOutput { |
| s.Build = v |
| return s |
| } |
| |
| // SetStorageLocation sets the StorageLocation field's value. |
| func (s *CreateBuildOutput) SetStorageLocation(v *S3Location) *CreateBuildOutput { |
| s.StorageLocation = v |
| return s |
| } |
| |
| // SetUploadCredentials sets the UploadCredentials field's value. |
| func (s *CreateBuildOutput) SetUploadCredentials(v *AwsCredentials) *CreateBuildOutput { |
| s.UploadCredentials = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type CreateFleetInput struct { |
| _ struct{} `type:"structure"` |
| |
| // The unique identifier for a custom game server build to be deployed on fleet |
| // instances. You can use either the build ID or ARN. The build must be uploaded |
| // to GameLift and in READY status. This fleet property cannot be changed later. |
| BuildId *string `type:"string"` |
| |
| // Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates |
| // are used for encrypting traffic between game clients and the game servers |
| // that are running on GameLift. By default, the CertificateConfiguration is |
| // set to DISABLED. This property cannot be changed after the fleet is created. |
| // |
| // Note: This feature requires the Amazon Web Services Certificate Manager (ACM) |
| // service, which is not available in all Amazon Web Services regions. When |
| // working in a region that does not support this feature, a fleet creation |
| // request with certificate generation fails with a 4xx error. |
| CertificateConfiguration *CertificateConfiguration `type:"structure"` |
| |
| // A human-readable description of the fleet. |
| Description *string `min:"1" type:"string"` |
| |
| // The allowed IP address ranges and port settings that allow inbound traffic |
| // to access game sessions on this fleet. If the fleet is hosting a custom game |
| // build, this property must be set before players can connect to game sessions. |
| // For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges. |
| EC2InboundPermissions []*IpPermission `type:"list"` |
| |
| // The GameLift-supported Amazon EC2 instance type to use for all fleet instances. |
| // Instance type determines the computing resources that will be used to host |
| // your game servers, including CPU, memory, storage, and networking capacity. |
| // See Amazon Elastic Compute Cloud Instance Types (http://aws.amazon.com/ec2/instance-types/) |
| // for detailed descriptions of Amazon EC2 instance types. |
| // |
| // EC2InstanceType is a required field |
| EC2InstanceType *string `type:"string" required:"true" enum:"EC2InstanceType"` |
| |
| // Indicates whether to use On-Demand or Spot instances for this fleet. By default, |
| // this property is set to ON_DEMAND. Learn more about when to use On-Demand |
| // versus Spot Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot). |
| // This property cannot be changed after the fleet is created. |
| FleetType *string `type:"string" enum:"FleetType"` |
| |
| // A unique identifier for an IAM role that manages access to your Amazon Web |
| // Services services. With an instance role ARN set, any application that runs |
| // on an instance in this fleet can assume the role, including install scripts, |
| // server processes, and daemons (background processes). Create a role or look |
| // up a role's ARN by using the IAM dashboard (https://console.aws.amazon.com/iam/) |
| // in the Amazon Web Services Management Console. Learn more about using on-box |
| // credentials for your game servers at Access external resources from a game |
| // server (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html). |
| // This property cannot be changed after the fleet is created. |
| InstanceRoleArn *string `min:"1" type:"string"` |
| |
| // A set of remote locations to deploy additional instances to and manage as |
| // part of the fleet. This parameter can only be used when creating fleets in |
| // Amazon Web Services Regions that support multiple locations. You can add |
| // any GameLift-supported Amazon Web Services Region as a remote location, in |
| // the form of an Amazon Web Services Region code such as us-west-2. To create |
| // a fleet with instances in the home Region only, omit this parameter. |
| Locations []*LocationConfiguration `min:"1" type:"list"` |
| |
| // This parameter is no longer used. To specify where GameLift should store |
| // log files once a server process shuts down, use the GameLift server API ProcessReady() |
| // and specify one or more directory paths in logParameters. See more information |
| // in the Server API Reference (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process). |
| LogPaths []*string `type:"list"` |
| |
| // The name of an Amazon Web Services CloudWatch metric group to add this fleet |
| // to. A metric group is used to aggregate the metrics for multiple fleets. |
| // You can specify an existing metric group name or set a new name to create |
| // a new metric group. A fleet can be included in only one metric group at a |
| // time. |
| MetricGroups []*string `type:"list"` |
| |
| // A descriptive label that is associated with a fleet. Fleet names do not need |
| // to be unique. |
| // |
| // Name is a required field |
| Name *string `min:"1" type:"string" required:"true"` |
| |
| // The status of termination protection for active game sessions on the fleet. |
| // By default, this property is set to NoProtection. You can also set game session |
| // protection for an individual game session by calling UpdateGameSession. |
| // |
| // * NoProtection - Game sessions can be terminated during active gameplay |
| // as a result of a scale-down event. |
| // |
| // * FullProtection - Game sessions in ACTIVE status cannot be terminated |
| // during a scale-down event. |
| NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` |
| |
| // Used when peering your GameLift fleet with a VPC, the unique identifier for |
| // the Amazon Web Services account that owns the VPC. You can find your account |
| // ID in the Amazon Web Services Management Console under account settings. |
| PeerVpcAwsAccountId *string `min:"1" type:"string"` |
| |
| // A unique identifier for a VPC with resources to be accessed by your GameLift |
| // fleet. The VPC must be in the same Region as your fleet. To look up a VPC |
| // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the Amazon |
| // Web Services Management Console. Learn more about VPC peering in VPC Peering |
| // with GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). |
| PeerVpcId *string `min:"1" type:"string"` |
| |
| // A policy that limits the number of game sessions that an individual player |
| // can create on instances in this fleet within a specified span of time. |
| ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` |
| |
| // Instructions for how to launch and maintain server processes on instances |
| // in the fleet. The runtime configuration defines one or more server process |
| // configurations, each identifying a build executable or Realtime script file |
| // and the number of processes of that type to run concurrently. |
| // |
| // The RuntimeConfiguration parameter is required unless the fleet is being |
| // configured using the older parameters ServerLaunchPath and ServerLaunchParameters, |
| // which are still supported for backward compatibility. |
| RuntimeConfiguration *RuntimeConfiguration `type:"structure"` |
| |
| // The unique identifier for a Realtime configuration script to be deployed |
| // on fleet instances. You can use either the script ID or ARN. Scripts must |
| // be uploaded to GameLift prior to creating the fleet. This fleet property |
| // cannot be changed later. |
| ScriptId *string `type:"string"` |
| |
| // This parameter is no longer used. Specify server launch parameters using |
| // the RuntimeConfiguration parameter. Requests that use this parameter instead |
| // continue to be valid. |
| ServerLaunchParameters *string `min:"1" type:"string"` |
| |
| // This parameter is no longer used. Specify a server launch path using the |
| // RuntimeConfiguration parameter. Requests that use this parameter instead |
| // continue to be valid. |
| ServerLaunchPath *string `min:"1" type:"string"` |
| |
| // A list of labels to assign to the new fleet resource. Tags are developer-defined |
| // key-value pairs. Tagging Amazon Web Services resources are useful for resource |
| // management, access management and cost allocation. For more information, |
| // see Tagging Amazon Web Services Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) |
| // in the Amazon Web Services General Reference. Once the fleet is created, |
| // you can use TagResource, UntagResource, and ListTagsForResource to add, remove, |
| // and view tags. The maximum tag limit may be lower than stated. See the Amazon |
| // Web Services General Reference for actual tagging limits. |
| Tags []*Tag `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateFleetInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateFleetInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *CreateFleetInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "CreateFleetInput"} |
| if s.Description != nil && len(*s.Description) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Description", 1)) |
| } |
| if s.EC2InstanceType == nil { |
| invalidParams.Add(request.NewErrParamRequired("EC2InstanceType")) |
| } |
| if s.InstanceRoleArn != nil && len(*s.InstanceRoleArn) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("InstanceRoleArn", 1)) |
| } |
| if s.Locations != nil && len(s.Locations) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Locations", 1)) |
| } |
| if s.Name == nil { |
| invalidParams.Add(request.NewErrParamRequired("Name")) |
| } |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| if s.PeerVpcAwsAccountId != nil && len(*s.PeerVpcAwsAccountId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PeerVpcAwsAccountId", 1)) |
| } |
| if s.PeerVpcId != nil && len(*s.PeerVpcId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PeerVpcId", 1)) |
| } |
| if s.ServerLaunchParameters != nil && len(*s.ServerLaunchParameters) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("ServerLaunchParameters", 1)) |
| } |
| if s.ServerLaunchPath != nil && len(*s.ServerLaunchPath) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("ServerLaunchPath", 1)) |
| } |
| if s.CertificateConfiguration != nil { |
| if err := s.CertificateConfiguration.Validate(); err != nil { |
| invalidParams.AddNested("CertificateConfiguration", err.(request.ErrInvalidParams)) |
| } |
| } |
| if s.EC2InboundPermissions != nil { |
| for i, v := range s.EC2InboundPermissions { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "EC2InboundPermissions", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| if s.Locations != nil { |
| for i, v := range s.Locations { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Locations", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| if s.RuntimeConfiguration != nil { |
| if err := s.RuntimeConfiguration.Validate(); err != nil { |
| invalidParams.AddNested("RuntimeConfiguration", err.(request.ErrInvalidParams)) |
| } |
| } |
| if s.Tags != nil { |
| for i, v := range s.Tags { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetBuildId sets the BuildId field's value. |
| func (s *CreateFleetInput) SetBuildId(v string) *CreateFleetInput { |
| s.BuildId = &v |
| return s |
| } |
| |
| // SetCertificateConfiguration sets the CertificateConfiguration field's value. |
| func (s *CreateFleetInput) SetCertificateConfiguration(v *CertificateConfiguration) *CreateFleetInput { |
| s.CertificateConfiguration = v |
| return s |
| } |
| |
| // SetDescription sets the Description field's value. |
| func (s *CreateFleetInput) SetDescription(v string) *CreateFleetInput { |
| s.Description = &v |
| return s |
| } |
| |
| // SetEC2InboundPermissions sets the EC2InboundPermissions field's value. |
| func (s *CreateFleetInput) SetEC2InboundPermissions(v []*IpPermission) *CreateFleetInput { |
| s.EC2InboundPermissions = v |
| return s |
| } |
| |
| // SetEC2InstanceType sets the EC2InstanceType field's value. |
| func (s *CreateFleetInput) SetEC2InstanceType(v string) *CreateFleetInput { |
| s.EC2InstanceType = &v |
| return s |
| } |
| |
| // SetFleetType sets the FleetType field's value. |
| func (s *CreateFleetInput) SetFleetType(v string) *CreateFleetInput { |
| s.FleetType = &v |
| return s |
| } |
| |
| // SetInstanceRoleArn sets the InstanceRoleArn field's value. |
| func (s *CreateFleetInput) SetInstanceRoleArn(v string) *CreateFleetInput { |
| s.InstanceRoleArn = &v |
| return s |
| } |
| |
| // SetLocations sets the Locations field's value. |
| func (s *CreateFleetInput) SetLocations(v []*LocationConfiguration) *CreateFleetInput { |
| s.Locations = v |
| return s |
| } |
| |
| // SetLogPaths sets the LogPaths field's value. |
| func (s *CreateFleetInput) SetLogPaths(v []*string) *CreateFleetInput { |
| s.LogPaths = v |
| return s |
| } |
| |
| // SetMetricGroups sets the MetricGroups field's value. |
| func (s *CreateFleetInput) SetMetricGroups(v []*string) *CreateFleetInput { |
| s.MetricGroups = v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *CreateFleetInput) SetName(v string) *CreateFleetInput { |
| s.Name = &v |
| return s |
| } |
| |
| // SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value. |
| func (s *CreateFleetInput) SetNewGameSessionProtectionPolicy(v string) *CreateFleetInput { |
| s.NewGameSessionProtectionPolicy = &v |
| return s |
| } |
| |
| // SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value. |
| func (s *CreateFleetInput) SetPeerVpcAwsAccountId(v string) *CreateFleetInput { |
| s.PeerVpcAwsAccountId = &v |
| return s |
| } |
| |
| // SetPeerVpcId sets the PeerVpcId field's value. |
| func (s *CreateFleetInput) SetPeerVpcId(v string) *CreateFleetInput { |
| s.PeerVpcId = &v |
| return s |
| } |
| |
| // SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value. |
| func (s *CreateFleetInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *CreateFleetInput { |
| s.ResourceCreationLimitPolicy = v |
| return s |
| } |
| |
| // SetRuntimeConfiguration sets the RuntimeConfiguration field's value. |
| func (s *CreateFleetInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *CreateFleetInput { |
| s.RuntimeConfiguration = v |
| return s |
| } |
| |
| // SetScriptId sets the ScriptId field's value. |
| func (s *CreateFleetInput) SetScriptId(v string) *CreateFleetInput { |
| s.ScriptId = &v |
| return s |
| } |
| |
| // SetServerLaunchParameters sets the ServerLaunchParameters field's value. |
| func (s *CreateFleetInput) SetServerLaunchParameters(v string) *CreateFleetInput { |
| s.ServerLaunchParameters = &v |
| return s |
| } |
| |
| // SetServerLaunchPath sets the ServerLaunchPath field's value. |
| func (s *CreateFleetInput) SetServerLaunchPath(v string) *CreateFleetInput { |
| s.ServerLaunchPath = &v |
| return s |
| } |
| |
| // SetTags sets the Tags field's value. |
| func (s *CreateFleetInput) SetTags(v []*Tag) *CreateFleetInput { |
| s.Tags = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type CreateFleetLocationsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet to add locations to. You can use either |
| // the fleet ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // A list of locations to deploy additional instances to and manage as part |
| // of the fleet. You can add any GameLift-supported Amazon Web Services Region |
| // as a remote location, in the form of an Amazon Web Services Region code such |
| // as us-west-2. |
| // |
| // Locations is a required field |
| Locations []*LocationConfiguration `min:"1" type:"list" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateFleetLocationsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateFleetLocationsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *CreateFleetLocationsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "CreateFleetLocationsInput"} |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.Locations == nil { |
| invalidParams.Add(request.NewErrParamRequired("Locations")) |
| } |
| if s.Locations != nil && len(s.Locations) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Locations", 1)) |
| } |
| if s.Locations != nil { |
| for i, v := range s.Locations { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Locations", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *CreateFleetLocationsInput) SetFleetId(v string) *CreateFleetLocationsInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetLocations sets the Locations field's value. |
| func (s *CreateFleetLocationsInput) SetLocations(v []*LocationConfiguration) *CreateFleetLocationsInput { |
| s.Locations = v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type CreateFleetLocationsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift fleet resource and uniquely identifies it. |
| // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. |
| FleetArn *string `type:"string"` |
| |
| // A unique identifier for the fleet that was updated with new locations. |
| FleetId *string `type:"string"` |
| |
| // The remote locations that are being added to the fleet, and the life-cycle |
| // status of each location. For new locations, the status is set to NEW. During |
| // location creation, GameLift updates each location's status as instances are |
| // deployed there and prepared for game hosting. This list does not include |
| // the fleet home Region or any remote locations that were already added to |
| // the fleet. |
| LocationStates []*LocationState `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateFleetLocationsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateFleetLocationsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetArn sets the FleetArn field's value. |
| func (s *CreateFleetLocationsOutput) SetFleetArn(v string) *CreateFleetLocationsOutput { |
| s.FleetArn = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *CreateFleetLocationsOutput) SetFleetId(v string) *CreateFleetLocationsOutput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetLocationStates sets the LocationStates field's value. |
| func (s *CreateFleetLocationsOutput) SetLocationStates(v []*LocationState) *CreateFleetLocationsOutput { |
| s.LocationStates = v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type CreateFleetOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The properties for the new fleet, including the current status. All fleets |
| // are placed in NEW status on creation. |
| FleetAttributes *FleetAttributes `type:"structure"` |
| |
| // The fleet's locations and life-cycle status of each location. For new fleets, |
| // the status of all locations is set to NEW. During fleet creation, GameLift |
| // updates each location status as instances are deployed there and prepared |
| // for game hosting. This list includes an entry for the fleet's home Region. |
| // For fleets with no remote locations, only one entry, representing the home |
| // Region, is returned. |
| LocationStates []*LocationState `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateFleetOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateFleetOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetAttributes sets the FleetAttributes field's value. |
| func (s *CreateFleetOutput) SetFleetAttributes(v *FleetAttributes) *CreateFleetOutput { |
| s.FleetAttributes = v |
| return s |
| } |
| |
| // SetLocationStates sets the LocationStates field's value. |
| func (s *CreateFleetOutput) SetLocationStates(v []*LocationState) *CreateFleetOutput { |
| s.LocationStates = v |
| return s |
| } |
| |
| type CreateGameServerGroupInput struct { |
| _ struct{} `type:"structure"` |
| |
| // Configuration settings to define a scaling policy for the Auto Scaling group |
| // that is optimized for game hosting. The scaling policy uses the metric "PercentUtilizedGameServers" |
| // to maintain a buffer of idle game servers that can immediately accommodate |
| // new games and players. After the Auto Scaling group is created, update this |
| // value directly in the Auto Scaling group using the Amazon Web Services console |
| // or APIs. |
| AutoScalingPolicy *GameServerGroupAutoScalingPolicy `type:"structure"` |
| |
| // Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand |
| // Instances in the game server group. Method options include the following: |
| // |
| // * SPOT_ONLY - Only Spot Instances are used in the game server group. If |
| // Spot Instances are unavailable or not viable for game hosting, the game |
| // server group provides no hosting capacity until Spot Instances can again |
| // be used. Until then, no new instances are started, and the existing nonviable |
| // Spot Instances are terminated (after current gameplay ends) and are not |
| // replaced. |
| // |
| // * SPOT_PREFERRED - (default value) Spot Instances are used whenever available |
| // in the game server group. If Spot Instances are unavailable, the game |
| // server group continues to provide hosting capacity by falling back to |
| // On-Demand Instances. Existing nonviable Spot Instances are terminated |
| // (after current gameplay ends) and are replaced with new On-Demand Instances. |
| // |
| // * ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server |
| // group. No Spot Instances are used, even when available, while this balancing |
| // strategy is in force. |
| BalancingStrategy *string `type:"string" enum:"BalancingStrategy"` |
| |
| // An identifier for the new game server group. This value is used to generate |
| // unique ARN identifiers for the Amazon EC2 Auto Scaling group and the GameLift |
| // FleetIQ game server group. The name must be unique per Region per Amazon |
| // Web Services account. |
| // |
| // GameServerGroupName is a required field |
| GameServerGroupName *string `min:"1" type:"string" required:"true"` |
| |
| // A flag that indicates whether instances in the game server group are protected |
| // from early termination. Unprotected instances that have active game servers |
| // running might be terminated during a scale-down event, causing players to |
| // be dropped from the game. Protected instances cannot be terminated while |
| // there are active game servers running except in the event of a forced game |
| // server group deletion (see ). An exception to this is with Spot Instances, |
| // which can be terminated by Amazon Web Services regardless of protection status. |
| // This property is set to NO_PROTECTION by default. |
| GameServerProtectionPolicy *string `type:"string" enum:"GameServerProtectionPolicy"` |
| |
| // The Amazon EC2 instance types and sizes to use in the Auto Scaling group. |
| // The instance definitions must specify at least two different instance types |
| // that are supported by GameLift FleetIQ. For more information on instance |
| // types, see EC2 Instance Types (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html) |
| // in the Amazon Elastic Compute Cloud User Guide. You can optionally specify |
| // capacity weighting for each instance type. If no weight value is specified |
| // for an instance type, it is set to the default value "1". For more information |
| // about capacity weighting, see Instance Weighting for Amazon EC2 Auto Scaling |
| // (https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html) |
| // in the Amazon EC2 Auto Scaling User Guide. |
| // |
| // InstanceDefinitions is a required field |
| InstanceDefinitions []*InstanceDefinition `min:"2" type:"list" required:"true"` |
| |
| // The Amazon EC2 launch template that contains configuration settings and game |
| // server code to be deployed to all instances in the game server group. You |
| // can specify the template using either the template name or ID. For help with |
| // creating a launch template, see Creating a Launch Template for an Auto Scaling |
| // Group (https://docs.aws.amazon.com/autoscaling/ec2/userguide/create-launch-template.html) |
| // in the Amazon Elastic Compute Cloud Auto Scaling User Guide. After the Auto |
| // Scaling group is created, update this value directly in the Auto Scaling |
| // group using the Amazon Web Services console or APIs. |
| // |
| // If you specify network interfaces in your launch template, you must explicitly |
| // set the property AssociatePublicIpAddress to "true". If no network interface |
| // is specified in the launch template, GameLift FleetIQ uses your account's |
| // default VPC. |
| // |
| // LaunchTemplate is a required field |
| LaunchTemplate *LaunchTemplateSpecification `type:"structure" required:"true"` |
| |
| // The maximum number of instances allowed in the Amazon EC2 Auto Scaling group. |
| // During automatic scaling events, GameLift FleetIQ and EC2 do not scale up |
| // the group above this maximum. After the Auto Scaling group is created, update |
| // this value directly in the Auto Scaling group using the Amazon Web Services |
| // console or APIs. |
| // |
| // MaxSize is a required field |
| MaxSize *int64 `min:"1" type:"integer" required:"true"` |
| |
| // The minimum number of instances allowed in the Amazon EC2 Auto Scaling group. |
| // During automatic scaling events, GameLift FleetIQ and Amazon EC2 do not scale |
| // down the group below this minimum. In production, this value should be set |
| // to at least 1. After the Auto Scaling group is created, update this value |
| // directly in the Auto Scaling group using the Amazon Web Services console |
| // or APIs. |
| // |
| // MinSize is a required field |
| MinSize *int64 `type:"integer" required:"true"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto |
| // Scaling groups. |
| // |
| // RoleArn is a required field |
| RoleArn *string `min:"1" type:"string" required:"true"` |
| |
| // A list of labels to assign to the new game server group resource. Tags are |
| // developer-defined key-value pairs. Tagging Amazon Web Services resources |
| // is useful for resource management, access management, and cost allocation. |
| // For more information, see Tagging Amazon Web Services Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) |
| // in the Amazon Web Services General Reference. Once the resource is created, |
| // you can use TagResource, UntagResource, and ListTagsForResource to add, remove, |
| // and view tags, respectively. The maximum tag limit may be lower than stated. |
| // See the Amazon Web Services General Reference for actual tagging limits. |
| Tags []*Tag `type:"list"` |
| |
| // A list of virtual private cloud (VPC) subnets to use with instances in the |
| // game server group. By default, all GameLift FleetIQ-supported Availability |
| // Zones are used. You can use this parameter to specify VPCs that you've set |
| // up. This property cannot be updated after the game server group is created, |
| // and the corresponding Auto Scaling group will always use the property value |
| // that is set with this request, even if the Auto Scaling group is updated |
| // directly. |
| VpcSubnets []*string `min:"1" type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateGameServerGroupInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateGameServerGroupInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *CreateGameServerGroupInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "CreateGameServerGroupInput"} |
| if s.GameServerGroupName == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) |
| } |
| if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) |
| } |
| if s.InstanceDefinitions == nil { |
| invalidParams.Add(request.NewErrParamRequired("InstanceDefinitions")) |
| } |
| if s.InstanceDefinitions != nil && len(s.InstanceDefinitions) < 2 { |
| invalidParams.Add(request.NewErrParamMinLen("InstanceDefinitions", 2)) |
| } |
| if s.LaunchTemplate == nil { |
| invalidParams.Add(request.NewErrParamRequired("LaunchTemplate")) |
| } |
| if s.MaxSize == nil { |
| invalidParams.Add(request.NewErrParamRequired("MaxSize")) |
| } |
| if s.MaxSize != nil && *s.MaxSize < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("MaxSize", 1)) |
| } |
| if s.MinSize == nil { |
| invalidParams.Add(request.NewErrParamRequired("MinSize")) |
| } |
| if s.RoleArn == nil { |
| invalidParams.Add(request.NewErrParamRequired("RoleArn")) |
| } |
| if s.RoleArn != nil && len(*s.RoleArn) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("RoleArn", 1)) |
| } |
| if s.VpcSubnets != nil && len(s.VpcSubnets) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("VpcSubnets", 1)) |
| } |
| if s.AutoScalingPolicy != nil { |
| if err := s.AutoScalingPolicy.Validate(); err != nil { |
| invalidParams.AddNested("AutoScalingPolicy", err.(request.ErrInvalidParams)) |
| } |
| } |
| if s.InstanceDefinitions != nil { |
| for i, v := range s.InstanceDefinitions { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "InstanceDefinitions", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| if s.LaunchTemplate != nil { |
| if err := s.LaunchTemplate.Validate(); err != nil { |
| invalidParams.AddNested("LaunchTemplate", err.(request.ErrInvalidParams)) |
| } |
| } |
| if s.Tags != nil { |
| for i, v := range s.Tags { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetAutoScalingPolicy sets the AutoScalingPolicy field's value. |
| func (s *CreateGameServerGroupInput) SetAutoScalingPolicy(v *GameServerGroupAutoScalingPolicy) *CreateGameServerGroupInput { |
| s.AutoScalingPolicy = v |
| return s |
| } |
| |
| // SetBalancingStrategy sets the BalancingStrategy field's value. |
| func (s *CreateGameServerGroupInput) SetBalancingStrategy(v string) *CreateGameServerGroupInput { |
| s.BalancingStrategy = &v |
| return s |
| } |
| |
| // SetGameServerGroupName sets the GameServerGroupName field's value. |
| func (s *CreateGameServerGroupInput) SetGameServerGroupName(v string) *CreateGameServerGroupInput { |
| s.GameServerGroupName = &v |
| return s |
| } |
| |
| // SetGameServerProtectionPolicy sets the GameServerProtectionPolicy field's value. |
| func (s *CreateGameServerGroupInput) SetGameServerProtectionPolicy(v string) *CreateGameServerGroupInput { |
| s.GameServerProtectionPolicy = &v |
| return s |
| } |
| |
| // SetInstanceDefinitions sets the InstanceDefinitions field's value. |
| func (s *CreateGameServerGroupInput) SetInstanceDefinitions(v []*InstanceDefinition) *CreateGameServerGroupInput { |
| s.InstanceDefinitions = v |
| return s |
| } |
| |
| // SetLaunchTemplate sets the LaunchTemplate field's value. |
| func (s *CreateGameServerGroupInput) SetLaunchTemplate(v *LaunchTemplateSpecification) *CreateGameServerGroupInput { |
| s.LaunchTemplate = v |
| return s |
| } |
| |
| // SetMaxSize sets the MaxSize field's value. |
| func (s *CreateGameServerGroupInput) SetMaxSize(v int64) *CreateGameServerGroupInput { |
| s.MaxSize = &v |
| return s |
| } |
| |
| // SetMinSize sets the MinSize field's value. |
| func (s *CreateGameServerGroupInput) SetMinSize(v int64) *CreateGameServerGroupInput { |
| s.MinSize = &v |
| return s |
| } |
| |
| // SetRoleArn sets the RoleArn field's value. |
| func (s *CreateGameServerGroupInput) SetRoleArn(v string) *CreateGameServerGroupInput { |
| s.RoleArn = &v |
| return s |
| } |
| |
| // SetTags sets the Tags field's value. |
| func (s *CreateGameServerGroupInput) SetTags(v []*Tag) *CreateGameServerGroupInput { |
| s.Tags = v |
| return s |
| } |
| |
| // SetVpcSubnets sets the VpcSubnets field's value. |
| func (s *CreateGameServerGroupInput) SetVpcSubnets(v []*string) *CreateGameServerGroupInput { |
| s.VpcSubnets = v |
| return s |
| } |
| |
| type CreateGameServerGroupOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The newly created game server group object, including the new ARN value for |
| // the GameLift FleetIQ game server group and the object's status. The Amazon |
| // EC2 Auto Scaling group ARN is initially null, since the group has not yet |
| // been created. This value is added once the game server group status reaches |
| // ACTIVE. |
| GameServerGroup *GameServerGroup `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateGameServerGroupOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateGameServerGroupOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameServerGroup sets the GameServerGroup field's value. |
| func (s *CreateGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *CreateGameServerGroupOutput { |
| s.GameServerGroup = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type CreateGameSessionInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the alias associated with the fleet to create a game |
| // session in. You can use either the alias ID or ARN value. Each request must |
| // reference either a fleet ID or alias ID, but not both. |
| AliasId *string `type:"string"` |
| |
| // A unique identifier for a player or entity creating the game session. This |
| // parameter is required when requesting a new game session on a fleet with |
| // a resource creation limit policy. This type of policy limits the number of |
| // concurrent active game sessions that one player can create within a certain |
| // time span. GameLift uses the CreatorId to evaluate the new request against |
| // the policy. |
| CreatorId *string `min:"1" type:"string"` |
| |
| // A unique identifier for the fleet to create a game session in. You can use |
| // either the fleet ID or ARN value. Each request must reference either a fleet |
| // ID or alias ID, but not both. |
| FleetId *string `type:"string"` |
| |
| // A set of custom properties for a game session, formatted as key:value pairs. |
| // These properties are passed to a game server process in the GameSession object |
| // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). |
| GameProperties []*GameProperty `type:"list"` |
| |
| // A set of custom game session properties, formatted as a single string value. |
| // This data is passed to a game server process in the GameSession object with |
| // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). |
| GameSessionData *string `min:"1" type:"string"` |
| |
| // This parameter is no longer preferred. Please use IdempotencyToken instead. |
| // Custom string that uniquely identifies a request for a new game session. |
| // Maximum token length is 48 characters. If provided, this string is included |
| // in the new game session's ID. |
| GameSessionId *string `min:"1" type:"string"` |
| |
| // Custom string that uniquely identifies the new game session request. This |
| // is useful for ensuring that game session requests with the same idempotency |
| // token are processed only once. Subsequent requests with the same string return |
| // the original GameSession object, with an updated status. Maximum token length |
| // is 48 characters. If provided, this string is included in the new game session's |
| // ID. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet |
| // ID>/<custom ID string or idempotency token>. Idempotency tokens remain in |
| // use for 30 days after a game session has ended; game session objects are |
| // retained for this time period and then deleted. |
| IdempotencyToken *string `min:"1" type:"string"` |
| |
| // A fleet's remote location to place the new game session in. If this parameter |
| // is not set, the new game session is placed in the fleet's home Region. Specify |
| // a remote location with an Amazon Web Services Region code such as us-west-2. |
| Location *string `min:"1" type:"string"` |
| |
| // The maximum number of players that can be connected simultaneously to the |
| // game session. |
| // |
| // MaximumPlayerSessionCount is a required field |
| MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` |
| |
| // A descriptive label that is associated with a game session. Session names |
| // do not need to be unique. |
| Name *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateGameSessionInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateGameSessionInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *CreateGameSessionInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "CreateGameSessionInput"} |
| if s.CreatorId != nil && len(*s.CreatorId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("CreatorId", 1)) |
| } |
| if s.GameSessionData != nil && len(*s.GameSessionData) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameSessionData", 1)) |
| } |
| if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) |
| } |
| if s.IdempotencyToken != nil && len(*s.IdempotencyToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("IdempotencyToken", 1)) |
| } |
| if s.Location != nil && len(*s.Location) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Location", 1)) |
| } |
| if s.MaximumPlayerSessionCount == nil { |
| invalidParams.Add(request.NewErrParamRequired("MaximumPlayerSessionCount")) |
| } |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| if s.GameProperties != nil { |
| for i, v := range s.GameProperties { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "GameProperties", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetAliasId sets the AliasId field's value. |
| func (s *CreateGameSessionInput) SetAliasId(v string) *CreateGameSessionInput { |
| s.AliasId = &v |
| return s |
| } |
| |
| // SetCreatorId sets the CreatorId field's value. |
| func (s *CreateGameSessionInput) SetCreatorId(v string) *CreateGameSessionInput { |
| s.CreatorId = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *CreateGameSessionInput) SetFleetId(v string) *CreateGameSessionInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetGameProperties sets the GameProperties field's value. |
| func (s *CreateGameSessionInput) SetGameProperties(v []*GameProperty) *CreateGameSessionInput { |
| s.GameProperties = v |
| return s |
| } |
| |
| // SetGameSessionData sets the GameSessionData field's value. |
| func (s *CreateGameSessionInput) SetGameSessionData(v string) *CreateGameSessionInput { |
| s.GameSessionData = &v |
| return s |
| } |
| |
| // SetGameSessionId sets the GameSessionId field's value. |
| func (s *CreateGameSessionInput) SetGameSessionId(v string) *CreateGameSessionInput { |
| s.GameSessionId = &v |
| return s |
| } |
| |
| // SetIdempotencyToken sets the IdempotencyToken field's value. |
| func (s *CreateGameSessionInput) SetIdempotencyToken(v string) *CreateGameSessionInput { |
| s.IdempotencyToken = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *CreateGameSessionInput) SetLocation(v string) *CreateGameSessionInput { |
| s.Location = &v |
| return s |
| } |
| |
| // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. |
| func (s *CreateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *CreateGameSessionInput { |
| s.MaximumPlayerSessionCount = &v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *CreateGameSessionInput) SetName(v string) *CreateGameSessionInput { |
| s.Name = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type CreateGameSessionOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Object that describes the newly created game session record. |
| GameSession *GameSession `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateGameSessionOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateGameSessionOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameSession sets the GameSession field's value. |
| func (s *CreateGameSessionOutput) SetGameSession(v *GameSession) *CreateGameSessionOutput { |
| s.GameSession = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type CreateGameSessionQueueInput struct { |
| _ struct{} `type:"structure"` |
| |
| // Information to be added to all events that are related to this game session |
| // queue. |
| CustomEventData *string `type:"string"` |
| |
| // 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. |
| Destinations []*GameSessionQueueDestination `type:"list"` |
| |
| // 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. |
| FilterConfiguration *FilterConfiguration `type:"structure"` |
| |
| // A descriptive label that is associated with game session queue. Queue names |
| // must be unique within each Region. |
| // |
| // Name is a required field |
| Name *string `min:"1" type:"string" required:"true"` |
| |
| // 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). |
| NotificationTarget *string `type:"string"` |
| |
| // 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. |
| PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` |
| |
| // 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. |
| PriorityConfiguration *PriorityConfiguration `type:"structure"` |
| |
| // A list of labels to assign to the new game session queue resource. Tags are |
| // developer-defined key-value pairs. Tagging Amazon Web Services resources |
| // are useful for resource management, access management and cost allocation. |
| // For more information, see Tagging Amazon Web Services Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) |
| // in the Amazon Web Services General Reference. Once the resource is created, |
| // you can use TagResource, UntagResource, and ListTagsForResource to add, remove, |
| // and view tags. The maximum tag limit may be lower than stated. See the Amazon |
| // Web Services General Reference for actual tagging limits. |
| Tags []*Tag `type:"list"` |
| |
| // 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. |
| TimeoutInSeconds *int64 `type:"integer"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateGameSessionQueueInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateGameSessionQueueInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *CreateGameSessionQueueInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "CreateGameSessionQueueInput"} |
| if s.Name == nil { |
| invalidParams.Add(request.NewErrParamRequired("Name")) |
| } |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| if s.Destinations != nil { |
| for i, v := range s.Destinations { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Destinations", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| if s.FilterConfiguration != nil { |
| if err := s.FilterConfiguration.Validate(); err != nil { |
| invalidParams.AddNested("FilterConfiguration", err.(request.ErrInvalidParams)) |
| } |
| } |
| if s.PriorityConfiguration != nil { |
| if err := s.PriorityConfiguration.Validate(); err != nil { |
| invalidParams.AddNested("PriorityConfiguration", err.(request.ErrInvalidParams)) |
| } |
| } |
| if s.Tags != nil { |
| for i, v := range s.Tags { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetCustomEventData sets the CustomEventData field's value. |
| func (s *CreateGameSessionQueueInput) SetCustomEventData(v string) *CreateGameSessionQueueInput { |
| s.CustomEventData = &v |
| return s |
| } |
| |
| // SetDestinations sets the Destinations field's value. |
| func (s *CreateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *CreateGameSessionQueueInput { |
| s.Destinations = v |
| return s |
| } |
| |
| // SetFilterConfiguration sets the FilterConfiguration field's value. |
| func (s *CreateGameSessionQueueInput) SetFilterConfiguration(v *FilterConfiguration) *CreateGameSessionQueueInput { |
| s.FilterConfiguration = v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *CreateGameSessionQueueInput) SetName(v string) *CreateGameSessionQueueInput { |
| s.Name = &v |
| return s |
| } |
| |
| // SetNotificationTarget sets the NotificationTarget field's value. |
| func (s *CreateGameSessionQueueInput) SetNotificationTarget(v string) *CreateGameSessionQueueInput { |
| s.NotificationTarget = &v |
| return s |
| } |
| |
| // SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value. |
| func (s *CreateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *CreateGameSessionQueueInput { |
| s.PlayerLatencyPolicies = v |
| return s |
| } |
| |
| // SetPriorityConfiguration sets the PriorityConfiguration field's value. |
| func (s *CreateGameSessionQueueInput) SetPriorityConfiguration(v *PriorityConfiguration) *CreateGameSessionQueueInput { |
| s.PriorityConfiguration = v |
| return s |
| } |
| |
| // SetTags sets the Tags field's value. |
| func (s *CreateGameSessionQueueInput) SetTags(v []*Tag) *CreateGameSessionQueueInput { |
| s.Tags = v |
| return s |
| } |
| |
| // SetTimeoutInSeconds sets the TimeoutInSeconds field's value. |
| func (s *CreateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *CreateGameSessionQueueInput { |
| s.TimeoutInSeconds = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type CreateGameSessionQueueOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // An object that describes the newly created game session queue. |
| GameSessionQueue *GameSessionQueue `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateGameSessionQueueOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateGameSessionQueueOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameSessionQueue sets the GameSessionQueue field's value. |
| func (s *CreateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *CreateGameSessionQueueOutput { |
| s.GameSessionQueue = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type CreateMatchmakingConfigurationInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A flag that determines whether a match that was created with this configuration |
| // must be accepted by the matched players. To require acceptance, set to TRUE. |
| // With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE |
| // to indicate when a completed potential match is waiting for player acceptance. |
| // |
| // AcceptanceRequired is a required field |
| AcceptanceRequired *bool `type:"boolean" required:"true"` |
| |
| // The length of time (in seconds) to wait for players to accept a proposed |
| // match, if acceptance is required. |
| AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` |
| |
| // The number of player slots in a match to keep open for future players. For |
| // example, if the configuration's rule set specifies a match for a single 12-person |
| // team, and the additional player count is set to 2, only 10 players are selected |
| // for the match. This parameter is not used if FlexMatchMode is set to STANDALONE. |
| AdditionalPlayerCount *int64 `type:"integer"` |
| |
| // The method used to backfill game sessions that are created with this matchmaking |
| // configuration. Specify MANUAL when your game manages backfill requests manually |
| // or does not use the match backfill feature. Specify AUTOMATIC to have GameLift |
| // create a StartMatchBackfill request whenever a game session has one or more |
| // open slots. Learn more about manual and automatic backfill in Backfill Existing |
| // Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html). |
| // Automatic backfill is not available when FlexMatchMode is set to STANDALONE. |
| BackfillMode *string `type:"string" enum:"BackfillMode"` |
| |
| // Information to be added to all events related to this matchmaking configuration. |
| CustomEventData *string `type:"string"` |
| |
| // A human-readable description of the matchmaking configuration. |
| Description *string `min:"1" type:"string"` |
| |
| // Indicates whether this matchmaking configuration is being used with GameLift |
| // hosting or as a standalone matchmaking solution. |
| // |
| // * STANDALONE - FlexMatch forms matches and returns match information, |
| // including players and team assignments, in a MatchmakingSucceeded (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded) |
| // event. |
| // |
| // * WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift |
| // queue to start a game session for the match. |
| FlexMatchMode *string `type:"string" enum:"FlexMatchMode"` |
| |
| // A set of custom properties for a game session, formatted as key:value pairs. |
| // These properties are passed to a game server process in the GameSession object |
| // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). |
| // This information is added to the new GameSession object that is created for |
| // a successful match. This parameter is not used if FlexMatchMode is set to |
| // STANDALONE. |
| GameProperties []*GameProperty `type:"list"` |
| |
| // A set of custom game session properties, formatted as a single string value. |
| // This data is passed to a game server process in the GameSession object with |
| // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). |
| // This information is added to the new GameSession object that is created for |
| // a successful match. This parameter is not used if FlexMatchMode is set to |
| // STANDALONE. |
| GameSessionData *string `min:"1" type:"string"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift game session queue resource and uniquely identifies |
| // it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue |
| // name>. Queues can be located in any Region. Queues are used to start new |
| // GameLift-hosted game sessions for matches that are created with this matchmaking |
| // configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter. |
| GameSessionQueueArns []*string `type:"list"` |
| |
| // A unique identifier for the matchmaking configuration. This name is used |
| // to identify the configuration associated with a matchmaking request or ticket. |
| // |
| // Name is a required field |
| Name *string `type:"string" required:"true"` |
| |
| // An SNS topic ARN that is set up to receive matchmaking notifications. See |
| // Setting up notifications for matchmaking (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) |
| // for more information. |
| NotificationTarget *string `type:"string"` |
| |
| // The maximum duration, in seconds, that a matchmaking ticket can remain in |
| // process before timing out. Requests that fail due to timing out can be resubmitted |
| // as needed. |
| // |
| // RequestTimeoutSeconds is a required field |
| RequestTimeoutSeconds *int64 `min:"1" type:"integer" required:"true"` |
| |
| // A unique identifier for the matchmaking rule set to use with this configuration. |
| // You can use either the rule set name or ARN value. A matchmaking configuration |
| // can only use rule sets that are defined in the same Region. |
| // |
| // RuleSetName is a required field |
| RuleSetName *string `min:"1" type:"string" required:"true"` |
| |
| // A list of labels to assign to the new matchmaking configuration resource. |
| // Tags are developer-defined key-value pairs. Tagging Amazon Web Services resources |
| // are useful for resource management, access management and cost allocation. |
| // For more information, see Tagging Amazon Web Services Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) |
| // in the Amazon Web Services General Reference. Once the resource is created, |
| // you can use TagResource, UntagResource, and ListTagsForResource to add, remove, |
| // and view tags. The maximum tag limit may be lower than stated. See the Amazon |
| // Web Services General Reference for actual tagging limits. |
| Tags []*Tag `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateMatchmakingConfigurationInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateMatchmakingConfigurationInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *CreateMatchmakingConfigurationInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "CreateMatchmakingConfigurationInput"} |
| if s.AcceptanceRequired == nil { |
| invalidParams.Add(request.NewErrParamRequired("AcceptanceRequired")) |
| } |
| if s.AcceptanceTimeoutSeconds != nil && *s.AcceptanceTimeoutSeconds < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("AcceptanceTimeoutSeconds", 1)) |
| } |
| if s.Description != nil && len(*s.Description) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Description", 1)) |
| } |
| if s.GameSessionData != nil && len(*s.GameSessionData) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameSessionData", 1)) |
| } |
| if s.Name == nil { |
| invalidParams.Add(request.NewErrParamRequired("Name")) |
| } |
| if s.RequestTimeoutSeconds == nil { |
| invalidParams.Add(request.NewErrParamRequired("RequestTimeoutSeconds")) |
| } |
| if s.RequestTimeoutSeconds != nil && *s.RequestTimeoutSeconds < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("RequestTimeoutSeconds", 1)) |
| } |
| if s.RuleSetName == nil { |
| invalidParams.Add(request.NewErrParamRequired("RuleSetName")) |
| } |
| if s.RuleSetName != nil && len(*s.RuleSetName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("RuleSetName", 1)) |
| } |
| if s.GameProperties != nil { |
| for i, v := range s.GameProperties { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "GameProperties", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| if s.Tags != nil { |
| for i, v := range s.Tags { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetAcceptanceRequired sets the AcceptanceRequired field's value. |
| func (s *CreateMatchmakingConfigurationInput) SetAcceptanceRequired(v bool) *CreateMatchmakingConfigurationInput { |
| s.AcceptanceRequired = &v |
| return s |
| } |
| |
| // SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value. |
| func (s *CreateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds(v int64) *CreateMatchmakingConfigurationInput { |
| s.AcceptanceTimeoutSeconds = &v |
| return s |
| } |
| |
| // SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value. |
| func (s *CreateMatchmakingConfigurationInput) SetAdditionalPlayerCount(v int64) *CreateMatchmakingConfigurationInput { |
| s.AdditionalPlayerCount = &v |
| return s |
| } |
| |
| // SetBackfillMode sets the BackfillMode field's value. |
| func (s *CreateMatchmakingConfigurationInput) SetBackfillMode(v string) *CreateMatchmakingConfigurationInput { |
| s.BackfillMode = &v |
| return s |
| } |
| |
| // SetCustomEventData sets the CustomEventData field's value. |
| func (s *CreateMatchmakingConfigurationInput) SetCustomEventData(v string) *CreateMatchmakingConfigurationInput { |
| s.CustomEventData = &v |
| return s |
| } |
| |
| // SetDescription sets the Description field's value. |
| func (s *CreateMatchmakingConfigurationInput) SetDescription(v string) *CreateMatchmakingConfigurationInput { |
| s.Description = &v |
| return s |
| } |
| |
| // SetFlexMatchMode sets the FlexMatchMode field's value. |
| func (s *CreateMatchmakingConfigurationInput) SetFlexMatchMode(v string) *CreateMatchmakingConfigurationInput { |
| s.FlexMatchMode = &v |
| return s |
| } |
| |
| // SetGameProperties sets the GameProperties field's value. |
| func (s *CreateMatchmakingConfigurationInput) SetGameProperties(v []*GameProperty) *CreateMatchmakingConfigurationInput { |
| s.GameProperties = v |
| return s |
| } |
| |
| // SetGameSessionData sets the GameSessionData field's value. |
| func (s *CreateMatchmakingConfigurationInput) SetGameSessionData(v string) *CreateMatchmakingConfigurationInput { |
| s.GameSessionData = &v |
| return s |
| } |
| |
| // SetGameSessionQueueArns sets the GameSessionQueueArns field's value. |
| func (s *CreateMatchmakingConfigurationInput) SetGameSessionQueueArns(v []*string) *CreateMatchmakingConfigurationInput { |
| s.GameSessionQueueArns = v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *CreateMatchmakingConfigurationInput) SetName(v string) *CreateMatchmakingConfigurationInput { |
| s.Name = &v |
| return s |
| } |
| |
| // SetNotificationTarget sets the NotificationTarget field's value. |
| func (s *CreateMatchmakingConfigurationInput) SetNotificationTarget(v string) *CreateMatchmakingConfigurationInput { |
| s.NotificationTarget = &v |
| return s |
| } |
| |
| // SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value. |
| func (s *CreateMatchmakingConfigurationInput) SetRequestTimeoutSeconds(v int64) *CreateMatchmakingConfigurationInput { |
| s.RequestTimeoutSeconds = &v |
| return s |
| } |
| |
| // SetRuleSetName sets the RuleSetName field's value. |
| func (s *CreateMatchmakingConfigurationInput) SetRuleSetName(v string) *CreateMatchmakingConfigurationInput { |
| s.RuleSetName = &v |
| return s |
| } |
| |
| // SetTags sets the Tags field's value. |
| func (s *CreateMatchmakingConfigurationInput) SetTags(v []*Tag) *CreateMatchmakingConfigurationInput { |
| s.Tags = v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type CreateMatchmakingConfigurationOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Object that describes the newly created matchmaking configuration. |
| Configuration *MatchmakingConfiguration `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateMatchmakingConfigurationOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateMatchmakingConfigurationOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetConfiguration sets the Configuration field's value. |
| func (s *CreateMatchmakingConfigurationOutput) SetConfiguration(v *MatchmakingConfiguration) *CreateMatchmakingConfigurationOutput { |
| s.Configuration = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type CreateMatchmakingRuleSetInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the matchmaking rule set. A matchmaking configuration |
| // identifies the rule set it uses by this name value. Note that the rule set |
| // name is different from the optional name field in the rule set body. |
| // |
| // Name is a required field |
| Name *string `type:"string" required:"true"` |
| |
| // A collection of matchmaking rules, formatted as a JSON string. Comments are |
| // not allowed in JSON, but most elements support a description field. |
| // |
| // RuleSetBody is a required field |
| RuleSetBody *string `min:"1" type:"string" required:"true"` |
| |
| // A list of labels to assign to the new matchmaking rule set resource. Tags |
| // are developer-defined key-value pairs. Tagging Amazon Web Services resources |
| // are useful for resource management, access management and cost allocation. |
| // For more information, see Tagging Amazon Web Services Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) |
| // in the Amazon Web Services General Reference. Once the resource is created, |
| // you can use TagResource, UntagResource, and ListTagsForResource to add, remove, |
| // and view tags. The maximum tag limit may be lower than stated. See the Amazon |
| // Web Services General Reference for actual tagging limits. |
| Tags []*Tag `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateMatchmakingRuleSetInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateMatchmakingRuleSetInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *CreateMatchmakingRuleSetInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "CreateMatchmakingRuleSetInput"} |
| if s.Name == nil { |
| invalidParams.Add(request.NewErrParamRequired("Name")) |
| } |
| if s.RuleSetBody == nil { |
| invalidParams.Add(request.NewErrParamRequired("RuleSetBody")) |
| } |
| if s.RuleSetBody != nil && len(*s.RuleSetBody) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("RuleSetBody", 1)) |
| } |
| if s.Tags != nil { |
| for i, v := range s.Tags { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *CreateMatchmakingRuleSetInput) SetName(v string) *CreateMatchmakingRuleSetInput { |
| s.Name = &v |
| return s |
| } |
| |
| // SetRuleSetBody sets the RuleSetBody field's value. |
| func (s *CreateMatchmakingRuleSetInput) SetRuleSetBody(v string) *CreateMatchmakingRuleSetInput { |
| s.RuleSetBody = &v |
| return s |
| } |
| |
| // SetTags sets the Tags field's value. |
| func (s *CreateMatchmakingRuleSetInput) SetTags(v []*Tag) *CreateMatchmakingRuleSetInput { |
| s.Tags = v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type CreateMatchmakingRuleSetOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The newly created matchmaking rule set. |
| // |
| // RuleSet is a required field |
| RuleSet *MatchmakingRuleSet `type:"structure" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateMatchmakingRuleSetOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateMatchmakingRuleSetOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetRuleSet sets the RuleSet field's value. |
| func (s *CreateMatchmakingRuleSetOutput) SetRuleSet(v *MatchmakingRuleSet) *CreateMatchmakingRuleSetOutput { |
| s.RuleSet = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type CreatePlayerSessionInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the game session to add a player to. |
| // |
| // GameSessionId is a required field |
| GameSessionId *string `min:"1" type:"string" required:"true"` |
| |
| // Developer-defined information related to a player. GameLift does not use |
| // this data, so it can be formatted as needed for use in the game. |
| PlayerData *string `min:"1" type:"string"` |
| |
| // A unique identifier for a player. Player IDs are developer-defined. |
| // |
| // PlayerId is a required field |
| PlayerId *string `min:"1" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreatePlayerSessionInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreatePlayerSessionInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *CreatePlayerSessionInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "CreatePlayerSessionInput"} |
| if s.GameSessionId == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameSessionId")) |
| } |
| if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) |
| } |
| if s.PlayerData != nil && len(*s.PlayerData) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PlayerData", 1)) |
| } |
| if s.PlayerId == nil { |
| invalidParams.Add(request.NewErrParamRequired("PlayerId")) |
| } |
| if s.PlayerId != nil && len(*s.PlayerId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetGameSessionId sets the GameSessionId field's value. |
| func (s *CreatePlayerSessionInput) SetGameSessionId(v string) *CreatePlayerSessionInput { |
| s.GameSessionId = &v |
| return s |
| } |
| |
| // SetPlayerData sets the PlayerData field's value. |
| func (s *CreatePlayerSessionInput) SetPlayerData(v string) *CreatePlayerSessionInput { |
| s.PlayerData = &v |
| return s |
| } |
| |
| // SetPlayerId sets the PlayerId field's value. |
| func (s *CreatePlayerSessionInput) SetPlayerId(v string) *CreatePlayerSessionInput { |
| s.PlayerId = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type CreatePlayerSessionOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Object that describes the newly created player session record. |
| PlayerSession *PlayerSession `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreatePlayerSessionOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreatePlayerSessionOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetPlayerSession sets the PlayerSession field's value. |
| func (s *CreatePlayerSessionOutput) SetPlayerSession(v *PlayerSession) *CreatePlayerSessionOutput { |
| s.PlayerSession = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type CreatePlayerSessionsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the game session to add players to. |
| // |
| // GameSessionId is a required field |
| GameSessionId *string `min:"1" type:"string" required:"true"` |
| |
| // Map of string pairs, each specifying a player ID and a set of developer-defined |
| // information related to the player. Amazon GameLift does not use this data, |
| // so it can be formatted as needed for use in the game. Any player data strings |
| // for player IDs that are not included in the PlayerIds parameter are ignored. |
| PlayerDataMap map[string]*string `type:"map"` |
| |
| // List of unique identifiers for the players to be added. |
| // |
| // PlayerIds is a required field |
| PlayerIds []*string `min:"1" type:"list" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreatePlayerSessionsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreatePlayerSessionsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *CreatePlayerSessionsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "CreatePlayerSessionsInput"} |
| if s.GameSessionId == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameSessionId")) |
| } |
| if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) |
| } |
| if s.PlayerIds == nil { |
| invalidParams.Add(request.NewErrParamRequired("PlayerIds")) |
| } |
| if s.PlayerIds != nil && len(s.PlayerIds) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PlayerIds", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetGameSessionId sets the GameSessionId field's value. |
| func (s *CreatePlayerSessionsInput) SetGameSessionId(v string) *CreatePlayerSessionsInput { |
| s.GameSessionId = &v |
| return s |
| } |
| |
| // SetPlayerDataMap sets the PlayerDataMap field's value. |
| func (s *CreatePlayerSessionsInput) SetPlayerDataMap(v map[string]*string) *CreatePlayerSessionsInput { |
| s.PlayerDataMap = v |
| return s |
| } |
| |
| // SetPlayerIds sets the PlayerIds field's value. |
| func (s *CreatePlayerSessionsInput) SetPlayerIds(v []*string) *CreatePlayerSessionsInput { |
| s.PlayerIds = v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type CreatePlayerSessionsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of player session objects created for the added players. |
| PlayerSessions []*PlayerSession `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreatePlayerSessionsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreatePlayerSessionsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetPlayerSessions sets the PlayerSessions field's value. |
| func (s *CreatePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *CreatePlayerSessionsOutput { |
| s.PlayerSessions = v |
| return s |
| } |
| |
| type CreateScriptInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A descriptive label that is associated with a script. Script names do not |
| // need to be unique. You can use UpdateScript to change this value later. |
| Name *string `min:"1" type:"string"` |
| |
| // The location of the Amazon S3 bucket where a zipped file containing your |
| // Realtime scripts is stored. The storage location must specify the Amazon |
| // S3 bucket name, the zip file name (the "key"), and a role ARN that allows |
| // Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must |
| // be in the same Region where you want to create a new script. By default, |
| // Amazon GameLift uploads the latest version of the zip file; if you have S3 |
| // object versioning turned on, you can use the ObjectVersion parameter to specify |
| // an earlier version. |
| StorageLocation *S3Location `type:"structure"` |
| |
| // A list of labels to assign to the new script resource. Tags are developer-defined |
| // key-value pairs. Tagging Amazon Web Services resources are useful for resource |
| // management, access management and cost allocation. For more information, |
| // see Tagging Amazon Web Services Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) |
| // in the Amazon Web Services General Reference. Once the resource is created, |
| // you can use TagResource, UntagResource, and ListTagsForResource to add, remove, |
| // and view tags. The maximum tag limit may be lower than stated. See the Amazon |
| // Web Services General Reference for actual tagging limits. |
| Tags []*Tag `type:"list"` |
| |
| // Version information that is associated with a build or script. Version strings |
| // do not need to be unique. You can use UpdateScript to change this value later. |
| Version *string `min:"1" type:"string"` |
| |
| // A data object containing your Realtime scripts and dependencies as a zip |
| // file. The zip file can have one or multiple files. Maximum size of a zip |
| // file is 5 MB. |
| // |
| // When using the Amazon Web Services CLI tool to create a script, this parameter |
| // is set to the zip file name. It must be prepended with the string "fileb://" |
| // to indicate that the file data is a binary object. For example: --zip-file |
| // fileb://myRealtimeScript.zip. |
| // ZipFile is automatically base64 encoded/decoded by the SDK. |
| ZipFile []byte `type:"blob"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateScriptInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateScriptInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *CreateScriptInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "CreateScriptInput"} |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| if s.Version != nil && len(*s.Version) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Version", 1)) |
| } |
| if s.StorageLocation != nil { |
| if err := s.StorageLocation.Validate(); err != nil { |
| invalidParams.AddNested("StorageLocation", err.(request.ErrInvalidParams)) |
| } |
| } |
| if s.Tags != nil { |
| for i, v := range s.Tags { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *CreateScriptInput) SetName(v string) *CreateScriptInput { |
| s.Name = &v |
| return s |
| } |
| |
| // SetStorageLocation sets the StorageLocation field's value. |
| func (s *CreateScriptInput) SetStorageLocation(v *S3Location) *CreateScriptInput { |
| s.StorageLocation = v |
| return s |
| } |
| |
| // SetTags sets the Tags field's value. |
| func (s *CreateScriptInput) SetTags(v []*Tag) *CreateScriptInput { |
| s.Tags = v |
| return s |
| } |
| |
| // SetVersion sets the Version field's value. |
| func (s *CreateScriptInput) SetVersion(v string) *CreateScriptInput { |
| s.Version = &v |
| return s |
| } |
| |
| // SetZipFile sets the ZipFile field's value. |
| func (s *CreateScriptInput) SetZipFile(v []byte) *CreateScriptInput { |
| s.ZipFile = v |
| return s |
| } |
| |
| type CreateScriptOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The newly created script record with a unique script ID and ARN. The new |
| // script's storage location reflects an Amazon S3 location: (1) If the script |
| // was uploaded from an S3 bucket under your account, the storage location reflects |
| // the information that was provided in the CreateScript request; (2) If the |
| // script file was uploaded from a local zip file, the storage location reflects |
| // an S3 location controls by the Amazon GameLift service. |
| Script *Script `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateScriptOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateScriptOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetScript sets the Script field's value. |
| func (s *CreateScriptOutput) SetScript(v *Script) *CreateScriptOutput { |
| s.Script = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type CreateVpcPeeringAuthorizationInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the Amazon Web Services account that you use to manage |
| // your GameLift fleet. You can find your Account ID in the Amazon Web Services |
| // Management Console under account settings. |
| // |
| // GameLiftAwsAccountId is a required field |
| GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"` |
| |
| // A unique identifier for a VPC with resources to be accessed by your GameLift |
| // fleet. The VPC must be in the same Region as your fleet. To look up a VPC |
| // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the Amazon |
| // Web Services Management Console. Learn more about VPC peering in VPC Peering |
| // with GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). |
| // |
| // PeerVpcId is a required field |
| PeerVpcId *string `min:"1" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateVpcPeeringAuthorizationInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateVpcPeeringAuthorizationInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *CreateVpcPeeringAuthorizationInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "CreateVpcPeeringAuthorizationInput"} |
| if s.GameLiftAwsAccountId == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameLiftAwsAccountId")) |
| } |
| if s.GameLiftAwsAccountId != nil && len(*s.GameLiftAwsAccountId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameLiftAwsAccountId", 1)) |
| } |
| if s.PeerVpcId == nil { |
| invalidParams.Add(request.NewErrParamRequired("PeerVpcId")) |
| } |
| if s.PeerVpcId != nil && len(*s.PeerVpcId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PeerVpcId", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value. |
| func (s *CreateVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId(v string) *CreateVpcPeeringAuthorizationInput { |
| s.GameLiftAwsAccountId = &v |
| return s |
| } |
| |
| // SetPeerVpcId sets the PeerVpcId field's value. |
| func (s *CreateVpcPeeringAuthorizationInput) SetPeerVpcId(v string) *CreateVpcPeeringAuthorizationInput { |
| s.PeerVpcId = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type CreateVpcPeeringAuthorizationOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Details on the requested VPC peering authorization, including expiration. |
| VpcPeeringAuthorization *VpcPeeringAuthorization `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateVpcPeeringAuthorizationOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateVpcPeeringAuthorizationOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetVpcPeeringAuthorization sets the VpcPeeringAuthorization field's value. |
| func (s *CreateVpcPeeringAuthorizationOutput) SetVpcPeeringAuthorization(v *VpcPeeringAuthorization) *CreateVpcPeeringAuthorizationOutput { |
| s.VpcPeeringAuthorization = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type CreateVpcPeeringConnectionInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet. You can use either the fleet ID or ARN |
| // value. This tells Amazon GameLift which GameLift VPC to peer with. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // A unique identifier for the Amazon Web Services account with the VPC that |
| // you want to peer your Amazon GameLift fleet with. You can find your Account |
| // ID in the Amazon Web Services Management Console under account settings. |
| // |
| // PeerVpcAwsAccountId is a required field |
| PeerVpcAwsAccountId *string `min:"1" type:"string" required:"true"` |
| |
| // A unique identifier for a VPC with resources to be accessed by your GameLift |
| // fleet. The VPC must be in the same Region as your fleet. To look up a VPC |
| // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the Amazon |
| // Web Services Management Console. Learn more about VPC peering in VPC Peering |
| // with GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). |
| // |
| // PeerVpcId is a required field |
| PeerVpcId *string `min:"1" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateVpcPeeringConnectionInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateVpcPeeringConnectionInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *CreateVpcPeeringConnectionInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "CreateVpcPeeringConnectionInput"} |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.PeerVpcAwsAccountId == nil { |
| invalidParams.Add(request.NewErrParamRequired("PeerVpcAwsAccountId")) |
| } |
| if s.PeerVpcAwsAccountId != nil && len(*s.PeerVpcAwsAccountId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PeerVpcAwsAccountId", 1)) |
| } |
| if s.PeerVpcId == nil { |
| invalidParams.Add(request.NewErrParamRequired("PeerVpcId")) |
| } |
| if s.PeerVpcId != nil && len(*s.PeerVpcId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PeerVpcId", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *CreateVpcPeeringConnectionInput) SetFleetId(v string) *CreateVpcPeeringConnectionInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value. |
| func (s *CreateVpcPeeringConnectionInput) SetPeerVpcAwsAccountId(v string) *CreateVpcPeeringConnectionInput { |
| s.PeerVpcAwsAccountId = &v |
| return s |
| } |
| |
| // SetPeerVpcId sets the PeerVpcId field's value. |
| func (s *CreateVpcPeeringConnectionInput) SetPeerVpcId(v string) *CreateVpcPeeringConnectionInput { |
| s.PeerVpcId = &v |
| return s |
| } |
| |
| type CreateVpcPeeringConnectionOutput struct { |
| _ struct{} `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateVpcPeeringConnectionOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s CreateVpcPeeringConnectionOutput) GoString() string { |
| return s.String() |
| } |
| |
| // Represents the input for a request operation. |
| type DeleteAliasInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier of the alias that you want to delete. You can use either |
| // the alias ID or ARN value. |
| // |
| // AliasId is a required field |
| AliasId *string `type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteAliasInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteAliasInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DeleteAliasInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DeleteAliasInput"} |
| if s.AliasId == nil { |
| invalidParams.Add(request.NewErrParamRequired("AliasId")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetAliasId sets the AliasId field's value. |
| func (s *DeleteAliasInput) SetAliasId(v string) *DeleteAliasInput { |
| s.AliasId = &v |
| return s |
| } |
| |
| type DeleteAliasOutput struct { |
| _ struct{} `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteAliasOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteAliasOutput) GoString() string { |
| return s.String() |
| } |
| |
| // Represents the input for a request operation. |
| type DeleteBuildInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the build to delete. You can use either the build |
| // ID or ARN value. |
| // |
| // BuildId is a required field |
| BuildId *string `type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteBuildInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteBuildInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DeleteBuildInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DeleteBuildInput"} |
| if s.BuildId == nil { |
| invalidParams.Add(request.NewErrParamRequired("BuildId")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetBuildId sets the BuildId field's value. |
| func (s *DeleteBuildInput) SetBuildId(v string) *DeleteBuildInput { |
| s.BuildId = &v |
| return s |
| } |
| |
| type DeleteBuildOutput struct { |
| _ struct{} `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteBuildOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteBuildOutput) GoString() string { |
| return s.String() |
| } |
| |
| // Represents the input for a request operation. |
| type DeleteFleetInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet to be deleted. You can use either the fleet |
| // ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteFleetInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteFleetInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DeleteFleetInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DeleteFleetInput"} |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *DeleteFleetInput) SetFleetId(v string) *DeleteFleetInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DeleteFleetLocationsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet to delete locations for. You can use either |
| // the fleet ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // The list of fleet locations to delete. Specify locations in the form of an |
| // Amazon Web Services Region code, such as us-west-2. |
| // |
| // Locations is a required field |
| Locations []*string `min:"1" type:"list" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteFleetLocationsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteFleetLocationsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DeleteFleetLocationsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DeleteFleetLocationsInput"} |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.Locations == nil { |
| invalidParams.Add(request.NewErrParamRequired("Locations")) |
| } |
| if s.Locations != nil && len(s.Locations) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Locations", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *DeleteFleetLocationsInput) SetFleetId(v string) *DeleteFleetLocationsInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetLocations sets the Locations field's value. |
| func (s *DeleteFleetLocationsInput) SetLocations(v []*string) *DeleteFleetLocationsInput { |
| s.Locations = v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DeleteFleetLocationsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift fleet resource and uniquely identifies it. |
| // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. |
| FleetArn *string `type:"string"` |
| |
| // A unique identifier for the fleet that location attributes are being deleted |
| // for. |
| FleetId *string `type:"string"` |
| |
| // The remote locations that are being deleted, with each location status set |
| // to DELETING. |
| LocationStates []*LocationState `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteFleetLocationsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteFleetLocationsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetArn sets the FleetArn field's value. |
| func (s *DeleteFleetLocationsOutput) SetFleetArn(v string) *DeleteFleetLocationsOutput { |
| s.FleetArn = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *DeleteFleetLocationsOutput) SetFleetId(v string) *DeleteFleetLocationsOutput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetLocationStates sets the LocationStates field's value. |
| func (s *DeleteFleetLocationsOutput) SetLocationStates(v []*LocationState) *DeleteFleetLocationsOutput { |
| s.LocationStates = v |
| return s |
| } |
| |
| type DeleteFleetOutput struct { |
| _ struct{} `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteFleetOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteFleetOutput) GoString() string { |
| return s.String() |
| } |
| |
| type DeleteGameServerGroupInput struct { |
| _ struct{} `type:"structure"` |
| |
| // The type of delete to perform. Options include the following: |
| // |
| // * SAFE_DELETE – (default) Terminates the game server group and Amazon |
| // EC2 Auto Scaling group only when it has no game servers that are in UTILIZED |
| // status. |
| // |
| // * FORCE_DELETE – Terminates the game server group, including all active |
| // game servers regardless of their utilization status, and the Amazon EC2 |
| // Auto Scaling group. |
| // |
| // * RETAIN – Does a safe delete of the game server group but retains the |
| // Amazon EC2 Auto Scaling group as is. |
| DeleteOption *string `type:"string" enum:"GameServerGroupDeleteOption"` |
| |
| // A unique identifier for the game server group. Use either the GameServerGroup |
| // name or ARN value. |
| // |
| // GameServerGroupName is a required field |
| GameServerGroupName *string `min:"1" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteGameServerGroupInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteGameServerGroupInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DeleteGameServerGroupInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DeleteGameServerGroupInput"} |
| if s.GameServerGroupName == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) |
| } |
| if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetDeleteOption sets the DeleteOption field's value. |
| func (s *DeleteGameServerGroupInput) SetDeleteOption(v string) *DeleteGameServerGroupInput { |
| s.DeleteOption = &v |
| return s |
| } |
| |
| // SetGameServerGroupName sets the GameServerGroupName field's value. |
| func (s *DeleteGameServerGroupInput) SetGameServerGroupName(v string) *DeleteGameServerGroupInput { |
| s.GameServerGroupName = &v |
| return s |
| } |
| |
| type DeleteGameServerGroupOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // An object that describes the deleted game server group resource, with status |
| // updated to DELETE_SCHEDULED. |
| GameServerGroup *GameServerGroup `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteGameServerGroupOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteGameServerGroupOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameServerGroup sets the GameServerGroup field's value. |
| func (s *DeleteGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *DeleteGameServerGroupOutput { |
| s.GameServerGroup = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DeleteGameSessionQueueInput struct { |
| _ struct{} `type:"structure"` |
| |
| // 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. |
| // |
| // Name is a required field |
| Name *string `min:"1" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteGameSessionQueueInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteGameSessionQueueInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DeleteGameSessionQueueInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DeleteGameSessionQueueInput"} |
| if s.Name == nil { |
| invalidParams.Add(request.NewErrParamRequired("Name")) |
| } |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *DeleteGameSessionQueueInput) SetName(v string) *DeleteGameSessionQueueInput { |
| s.Name = &v |
| return s |
| } |
| |
| type DeleteGameSessionQueueOutput struct { |
| _ struct{} `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteGameSessionQueueOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteGameSessionQueueOutput) GoString() string { |
| return s.String() |
| } |
| |
| // Represents the input for a request operation. |
| type DeleteMatchmakingConfigurationInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the matchmaking configuration. You can use either |
| // the configuration name or ARN value. |
| // |
| // Name is a required field |
| Name *string `min:"1" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteMatchmakingConfigurationInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteMatchmakingConfigurationInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DeleteMatchmakingConfigurationInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DeleteMatchmakingConfigurationInput"} |
| if s.Name == nil { |
| invalidParams.Add(request.NewErrParamRequired("Name")) |
| } |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *DeleteMatchmakingConfigurationInput) SetName(v string) *DeleteMatchmakingConfigurationInput { |
| s.Name = &v |
| return s |
| } |
| |
| type DeleteMatchmakingConfigurationOutput struct { |
| _ struct{} `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteMatchmakingConfigurationOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteMatchmakingConfigurationOutput) GoString() string { |
| return s.String() |
| } |
| |
| // Represents the input for a request operation. |
| type DeleteMatchmakingRuleSetInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the matchmaking rule set to be deleted. (Note: The |
| // rule set name is different from the optional "name" field in the rule set |
| // body.) You can use either the rule set name or ARN value. |
| // |
| // Name is a required field |
| Name *string `min:"1" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteMatchmakingRuleSetInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteMatchmakingRuleSetInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DeleteMatchmakingRuleSetInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DeleteMatchmakingRuleSetInput"} |
| if s.Name == nil { |
| invalidParams.Add(request.NewErrParamRequired("Name")) |
| } |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *DeleteMatchmakingRuleSetInput) SetName(v string) *DeleteMatchmakingRuleSetInput { |
| s.Name = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DeleteMatchmakingRuleSetOutput struct { |
| _ struct{} `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteMatchmakingRuleSetOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteMatchmakingRuleSetOutput) GoString() string { |
| return s.String() |
| } |
| |
| // Represents the input for a request operation. |
| type DeleteScalingPolicyInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet to be deleted. You can use either the fleet |
| // ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // A descriptive label that is associated with a fleet's scaling policy. Policy |
| // names do not need to be unique. |
| // |
| // Name is a required field |
| Name *string `min:"1" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteScalingPolicyInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteScalingPolicyInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DeleteScalingPolicyInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DeleteScalingPolicyInput"} |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.Name == nil { |
| invalidParams.Add(request.NewErrParamRequired("Name")) |
| } |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *DeleteScalingPolicyInput) SetFleetId(v string) *DeleteScalingPolicyInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *DeleteScalingPolicyInput) SetName(v string) *DeleteScalingPolicyInput { |
| s.Name = &v |
| return s |
| } |
| |
| type DeleteScalingPolicyOutput struct { |
| _ struct{} `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteScalingPolicyOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteScalingPolicyOutput) GoString() string { |
| return s.String() |
| } |
| |
| type DeleteScriptInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the Realtime script to delete. You can use either |
| // the script ID or ARN value. |
| // |
| // ScriptId is a required field |
| ScriptId *string `type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteScriptInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteScriptInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DeleteScriptInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DeleteScriptInput"} |
| if s.ScriptId == nil { |
| invalidParams.Add(request.NewErrParamRequired("ScriptId")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetScriptId sets the ScriptId field's value. |
| func (s *DeleteScriptInput) SetScriptId(v string) *DeleteScriptInput { |
| s.ScriptId = &v |
| return s |
| } |
| |
| type DeleteScriptOutput struct { |
| _ struct{} `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteScriptOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteScriptOutput) GoString() string { |
| return s.String() |
| } |
| |
| // Represents the input for a request operation. |
| type DeleteVpcPeeringAuthorizationInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the Amazon Web Services account that you use to manage |
| // your GameLift fleet. You can find your Account ID in the Amazon Web Services |
| // Management Console under account settings. |
| // |
| // GameLiftAwsAccountId is a required field |
| GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"` |
| |
| // A unique identifier for a VPC with resources to be accessed by your GameLift |
| // fleet. The VPC must be in the same Region as your fleet. To look up a VPC |
| // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the Amazon |
| // Web Services Management Console. Learn more about VPC peering in VPC Peering |
| // with GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). |
| // |
| // PeerVpcId is a required field |
| PeerVpcId *string `min:"1" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteVpcPeeringAuthorizationInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteVpcPeeringAuthorizationInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DeleteVpcPeeringAuthorizationInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DeleteVpcPeeringAuthorizationInput"} |
| if s.GameLiftAwsAccountId == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameLiftAwsAccountId")) |
| } |
| if s.GameLiftAwsAccountId != nil && len(*s.GameLiftAwsAccountId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameLiftAwsAccountId", 1)) |
| } |
| if s.PeerVpcId == nil { |
| invalidParams.Add(request.NewErrParamRequired("PeerVpcId")) |
| } |
| if s.PeerVpcId != nil && len(*s.PeerVpcId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PeerVpcId", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value. |
| func (s *DeleteVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId(v string) *DeleteVpcPeeringAuthorizationInput { |
| s.GameLiftAwsAccountId = &v |
| return s |
| } |
| |
| // SetPeerVpcId sets the PeerVpcId field's value. |
| func (s *DeleteVpcPeeringAuthorizationInput) SetPeerVpcId(v string) *DeleteVpcPeeringAuthorizationInput { |
| s.PeerVpcId = &v |
| return s |
| } |
| |
| type DeleteVpcPeeringAuthorizationOutput struct { |
| _ struct{} `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteVpcPeeringAuthorizationOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteVpcPeeringAuthorizationOutput) GoString() string { |
| return s.String() |
| } |
| |
| // Represents the input for a request operation. |
| type DeleteVpcPeeringConnectionInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet. This fleet specified must match the fleet |
| // referenced in the VPC peering connection record. You can use either the fleet |
| // ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // A unique identifier for a VPC peering connection. This value is included |
| // in the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections. |
| // |
| // VpcPeeringConnectionId is a required field |
| VpcPeeringConnectionId *string `min:"1" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteVpcPeeringConnectionInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteVpcPeeringConnectionInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DeleteVpcPeeringConnectionInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DeleteVpcPeeringConnectionInput"} |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.VpcPeeringConnectionId == nil { |
| invalidParams.Add(request.NewErrParamRequired("VpcPeeringConnectionId")) |
| } |
| if s.VpcPeeringConnectionId != nil && len(*s.VpcPeeringConnectionId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("VpcPeeringConnectionId", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *DeleteVpcPeeringConnectionInput) SetFleetId(v string) *DeleteVpcPeeringConnectionInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetVpcPeeringConnectionId sets the VpcPeeringConnectionId field's value. |
| func (s *DeleteVpcPeeringConnectionInput) SetVpcPeeringConnectionId(v string) *DeleteVpcPeeringConnectionInput { |
| s.VpcPeeringConnectionId = &v |
| return s |
| } |
| |
| type DeleteVpcPeeringConnectionOutput struct { |
| _ struct{} `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteVpcPeeringConnectionOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeleteVpcPeeringConnectionOutput) GoString() string { |
| return s.String() |
| } |
| |
| type DeregisterGameServerInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the game server group where the game server is running. |
| // Use either the GameServerGroup name or ARN value. |
| // |
| // GameServerGroupName is a required field |
| GameServerGroupName *string `min:"1" type:"string" required:"true"` |
| |
| // A custom string that uniquely identifies the game server to deregister. |
| // |
| // GameServerId is a required field |
| GameServerId *string `min:"3" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeregisterGameServerInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeregisterGameServerInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DeregisterGameServerInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DeregisterGameServerInput"} |
| if s.GameServerGroupName == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) |
| } |
| if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) |
| } |
| if s.GameServerId == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameServerId")) |
| } |
| if s.GameServerId != nil && len(*s.GameServerId) < 3 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerId", 3)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetGameServerGroupName sets the GameServerGroupName field's value. |
| func (s *DeregisterGameServerInput) SetGameServerGroupName(v string) *DeregisterGameServerInput { |
| s.GameServerGroupName = &v |
| return s |
| } |
| |
| // SetGameServerId sets the GameServerId field's value. |
| func (s *DeregisterGameServerInput) SetGameServerId(v string) *DeregisterGameServerInput { |
| s.GameServerId = &v |
| return s |
| } |
| |
| type DeregisterGameServerOutput struct { |
| _ struct{} `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeregisterGameServerOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DeregisterGameServerOutput) GoString() string { |
| return s.String() |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeAliasInput struct { |
| _ struct{} `type:"structure"` |
| |
| // The unique identifier for the fleet alias that you want to retrieve. You |
| // can use either the alias ID or ARN value. |
| // |
| // AliasId is a required field |
| AliasId *string `type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeAliasInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeAliasInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeAliasInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeAliasInput"} |
| if s.AliasId == nil { |
| invalidParams.Add(request.NewErrParamRequired("AliasId")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetAliasId sets the AliasId field's value. |
| func (s *DescribeAliasInput) SetAliasId(v string) *DescribeAliasInput { |
| s.AliasId = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeAliasOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The requested alias resource. |
| Alias *Alias `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeAliasOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeAliasOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetAlias sets the Alias field's value. |
| func (s *DescribeAliasOutput) SetAlias(v *Alias) *DescribeAliasOutput { |
| s.Alias = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeBuildInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the build to retrieve properties for. You can use |
| // either the build ID or ARN value. |
| // |
| // BuildId is a required field |
| BuildId *string `type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeBuildInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeBuildInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeBuildInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeBuildInput"} |
| if s.BuildId == nil { |
| invalidParams.Add(request.NewErrParamRequired("BuildId")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetBuildId sets the BuildId field's value. |
| func (s *DescribeBuildInput) SetBuildId(v string) *DescribeBuildInput { |
| s.BuildId = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeBuildOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Set of properties describing the requested build. |
| Build *Build `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeBuildOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeBuildOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetBuild sets the Build field's value. |
| func (s *DescribeBuildOutput) SetBuild(v *Build) *DescribeBuildOutput { |
| s.Build = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeEC2InstanceLimitsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // Name of an Amazon EC2 instance type that is supported in GameLift. A fleet |
| // instance type determines the computing resources of each instance in the |
| // fleet, including CPU, memory, storage, and networking capacity. Do not specify |
| // a value for this parameter to retrieve limits for all instance types. |
| EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` |
| |
| // The name of a remote location to request instance limits for, in the form |
| // of an Amazon Web Services Region code such as us-west-2. |
| Location *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeEC2InstanceLimitsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeEC2InstanceLimitsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeEC2InstanceLimitsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeEC2InstanceLimitsInput"} |
| if s.Location != nil && len(*s.Location) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Location", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetEC2InstanceType sets the EC2InstanceType field's value. |
| func (s *DescribeEC2InstanceLimitsInput) SetEC2InstanceType(v string) *DescribeEC2InstanceLimitsInput { |
| s.EC2InstanceType = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *DescribeEC2InstanceLimitsInput) SetLocation(v string) *DescribeEC2InstanceLimitsInput { |
| s.Location = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeEC2InstanceLimitsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The maximum number of instances for the specified instance type. |
| EC2InstanceLimits []*EC2InstanceLimit `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeEC2InstanceLimitsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeEC2InstanceLimitsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetEC2InstanceLimits sets the EC2InstanceLimits field's value. |
| func (s *DescribeEC2InstanceLimitsOutput) SetEC2InstanceLimits(v []*EC2InstanceLimit) *DescribeEC2InstanceLimitsOutput { |
| s.EC2InstanceLimits = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeFleetAttributesInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A list of unique fleet identifiers to retrieve attributes for. You can use |
| // either the fleet ID or ARN value. To retrieve attributes for all current |
| // fleets, do not include this parameter. |
| FleetIds []*string `min:"1" type:"list"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. This parameter is ignored when |
| // the request specifies one or a list of fleet IDs. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. This parameter |
| // is ignored when the request specifies one or a list of fleet IDs. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetAttributesInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetAttributesInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeFleetAttributesInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeFleetAttributesInput"} |
| if s.FleetIds != nil && len(s.FleetIds) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) |
| } |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetIds sets the FleetIds field's value. |
| func (s *DescribeFleetAttributesInput) SetFleetIds(v []*string) *DescribeFleetAttributesInput { |
| s.FleetIds = v |
| return s |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *DescribeFleetAttributesInput) SetLimit(v int64) *DescribeFleetAttributesInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeFleetAttributesInput) SetNextToken(v string) *DescribeFleetAttributesInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeFleetAttributesOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of objects containing attribute metadata for each requested |
| // fleet ID. Attribute objects are returned only for fleets that currently exist. |
| FleetAttributes []*FleetAttributes `type:"list"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetAttributesOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetAttributesOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetAttributes sets the FleetAttributes field's value. |
| func (s *DescribeFleetAttributesOutput) SetFleetAttributes(v []*FleetAttributes) *DescribeFleetAttributesOutput { |
| s.FleetAttributes = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeFleetAttributesOutput) SetNextToken(v string) *DescribeFleetAttributesOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeFleetCapacityInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet(s) to retrieve capacity information for. |
| // You can use either the fleet ID or ARN value. Leave this parameter empty |
| // to retrieve capacity information for all fleets. |
| FleetIds []*string `min:"1" type:"list"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. This parameter is ignored when |
| // the request specifies one or a list of fleet IDs. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. This parameter |
| // is ignored when the request specifies one or a list of fleet IDs. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetCapacityInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetCapacityInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeFleetCapacityInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeFleetCapacityInput"} |
| if s.FleetIds != nil && len(s.FleetIds) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) |
| } |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetIds sets the FleetIds field's value. |
| func (s *DescribeFleetCapacityInput) SetFleetIds(v []*string) *DescribeFleetCapacityInput { |
| s.FleetIds = v |
| return s |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *DescribeFleetCapacityInput) SetLimit(v int64) *DescribeFleetCapacityInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeFleetCapacityInput) SetNextToken(v string) *DescribeFleetCapacityInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeFleetCapacityOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of objects that contains capacity information for each requested |
| // fleet ID. Capacity objects are returned only for fleets that currently exist. |
| FleetCapacity []*FleetCapacity `type:"list"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetCapacityOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetCapacityOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetCapacity sets the FleetCapacity field's value. |
| func (s *DescribeFleetCapacityOutput) SetFleetCapacity(v []*FleetCapacity) *DescribeFleetCapacityOutput { |
| s.FleetCapacity = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeFleetCapacityOutput) SetNextToken(v string) *DescribeFleetCapacityOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeFleetEventsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // The most recent date to retrieve event logs for. If no end time is specified, |
| // this call returns entries from the specified start time up to the present. |
| // Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). |
| EndTime *time.Time `type:"timestamp"` |
| |
| // A unique identifier for the fleet to get event logs for. You can use either |
| // the fleet ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. |
| NextToken *string `min:"1" type:"string"` |
| |
| // The earliest date to retrieve event logs for. If no start time is specified, |
| // this call returns entries starting from when the fleet was created to the |
| // specified end time. Format is a number expressed in Unix time as milliseconds |
| // (ex: "1469498468.057"). |
| StartTime *time.Time `type:"timestamp"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetEventsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetEventsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeFleetEventsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeFleetEventsInput"} |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetEndTime sets the EndTime field's value. |
| func (s *DescribeFleetEventsInput) SetEndTime(v time.Time) *DescribeFleetEventsInput { |
| s.EndTime = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *DescribeFleetEventsInput) SetFleetId(v string) *DescribeFleetEventsInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *DescribeFleetEventsInput) SetLimit(v int64) *DescribeFleetEventsInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeFleetEventsInput) SetNextToken(v string) *DescribeFleetEventsInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // SetStartTime sets the StartTime field's value. |
| func (s *DescribeFleetEventsInput) SetStartTime(v time.Time) *DescribeFleetEventsInput { |
| s.StartTime = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeFleetEventsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of objects containing event log entries for the specified fleet. |
| Events []*Event `type:"list"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetEventsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetEventsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetEvents sets the Events field's value. |
| func (s *DescribeFleetEventsOutput) SetEvents(v []*Event) *DescribeFleetEventsOutput { |
| s.Events = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeFleetEventsOutput) SetNextToken(v string) *DescribeFleetEventsOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeFleetLocationAttributesInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet to retrieve remote locations for. You can |
| // use either the fleet ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. This limit is not currently |
| // enforced. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A list of fleet locations to retrieve information for. Specify locations |
| // in the form of an Amazon Web Services Region code, such as us-west-2. |
| Locations []*string `min:"1" type:"list"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetLocationAttributesInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetLocationAttributesInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeFleetLocationAttributesInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeFleetLocationAttributesInput"} |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.Locations != nil && len(s.Locations) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Locations", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *DescribeFleetLocationAttributesInput) SetFleetId(v string) *DescribeFleetLocationAttributesInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *DescribeFleetLocationAttributesInput) SetLimit(v int64) *DescribeFleetLocationAttributesInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetLocations sets the Locations field's value. |
| func (s *DescribeFleetLocationAttributesInput) SetLocations(v []*string) *DescribeFleetLocationAttributesInput { |
| s.Locations = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeFleetLocationAttributesInput) SetNextToken(v string) *DescribeFleetLocationAttributesInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeFleetLocationAttributesOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift fleet resource and uniquely identifies it. |
| // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. |
| FleetArn *string `type:"string"` |
| |
| // A unique identifier for the fleet that location attributes were requested |
| // for. |
| FleetId *string `type:"string"` |
| |
| // Location-specific information on the requested fleet's remote locations. |
| LocationAttributes []*LocationAttributes `type:"list"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetLocationAttributesOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetLocationAttributesOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetArn sets the FleetArn field's value. |
| func (s *DescribeFleetLocationAttributesOutput) SetFleetArn(v string) *DescribeFleetLocationAttributesOutput { |
| s.FleetArn = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *DescribeFleetLocationAttributesOutput) SetFleetId(v string) *DescribeFleetLocationAttributesOutput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetLocationAttributes sets the LocationAttributes field's value. |
| func (s *DescribeFleetLocationAttributesOutput) SetLocationAttributes(v []*LocationAttributes) *DescribeFleetLocationAttributesOutput { |
| s.LocationAttributes = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeFleetLocationAttributesOutput) SetNextToken(v string) *DescribeFleetLocationAttributesOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeFleetLocationCapacityInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet to request location capacity for. You can |
| // use either the fleet ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // The fleet location to retrieve capacity information for. Specify a location |
| // in the form of an Amazon Web Services Region code, such as us-west-2. |
| // |
| // Location is a required field |
| Location *string `min:"1" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetLocationCapacityInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetLocationCapacityInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeFleetLocationCapacityInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeFleetLocationCapacityInput"} |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.Location == nil { |
| invalidParams.Add(request.NewErrParamRequired("Location")) |
| } |
| if s.Location != nil && len(*s.Location) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Location", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *DescribeFleetLocationCapacityInput) SetFleetId(v string) *DescribeFleetLocationCapacityInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *DescribeFleetLocationCapacityInput) SetLocation(v string) *DescribeFleetLocationCapacityInput { |
| s.Location = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeFleetLocationCapacityOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Resource capacity information for the requested fleet location. Capacity |
| // objects are returned only for fleets and locations that currently exist. |
| FleetCapacity *FleetCapacity `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetLocationCapacityOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetLocationCapacityOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetCapacity sets the FleetCapacity field's value. |
| func (s *DescribeFleetLocationCapacityOutput) SetFleetCapacity(v *FleetCapacity) *DescribeFleetLocationCapacityOutput { |
| s.FleetCapacity = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeFleetLocationUtilizationInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet to request location utilization for. You |
| // can use either the fleet ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // The fleet location to retrieve utilization information for. Specify a location |
| // in the form of an Amazon Web Services Region code, such as us-west-2. |
| // |
| // Location is a required field |
| Location *string `min:"1" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetLocationUtilizationInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetLocationUtilizationInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeFleetLocationUtilizationInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeFleetLocationUtilizationInput"} |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.Location == nil { |
| invalidParams.Add(request.NewErrParamRequired("Location")) |
| } |
| if s.Location != nil && len(*s.Location) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Location", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *DescribeFleetLocationUtilizationInput) SetFleetId(v string) *DescribeFleetLocationUtilizationInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *DescribeFleetLocationUtilizationInput) SetLocation(v string) *DescribeFleetLocationUtilizationInput { |
| s.Location = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeFleetLocationUtilizationOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Utilization information for the requested fleet location. Utilization objects |
| // are returned only for fleets and locations that currently exist. |
| FleetUtilization *FleetUtilization `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetLocationUtilizationOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetLocationUtilizationOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetUtilization sets the FleetUtilization field's value. |
| func (s *DescribeFleetLocationUtilizationOutput) SetFleetUtilization(v *FleetUtilization) *DescribeFleetLocationUtilizationOutput { |
| s.FleetUtilization = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeFleetPortSettingsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet to retrieve port settings for. You can |
| // use either the fleet ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // A remote location to check for status of port setting updates. Use the Amazon |
| // Web Services Region code format, such as us-west-2. |
| Location *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetPortSettingsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetPortSettingsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeFleetPortSettingsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeFleetPortSettingsInput"} |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.Location != nil && len(*s.Location) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Location", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *DescribeFleetPortSettingsInput) SetFleetId(v string) *DescribeFleetPortSettingsInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *DescribeFleetPortSettingsInput) SetLocation(v string) *DescribeFleetPortSettingsInput { |
| s.Location = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeFleetPortSettingsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift fleet resource and uniquely identifies it. |
| // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. |
| FleetArn *string `type:"string"` |
| |
| // A unique identifier for the fleet that was requested. |
| FleetId *string `type:"string"` |
| |
| // The port settings for the requested fleet ID. |
| InboundPermissions []*IpPermission `type:"list"` |
| |
| // The requested fleet location, expressed as an Amazon Web Services Region |
| // code, such as us-west-2. |
| Location *string `min:"1" type:"string"` |
| |
| // The current status of updates to the fleet's port settings in the requested |
| // fleet location. A status of PENDING_UPDATE indicates that an update was requested |
| // for the fleet but has not yet been completed for the location. |
| UpdateStatus *string `type:"string" enum:"LocationUpdateStatus"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetPortSettingsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetPortSettingsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetArn sets the FleetArn field's value. |
| func (s *DescribeFleetPortSettingsOutput) SetFleetArn(v string) *DescribeFleetPortSettingsOutput { |
| s.FleetArn = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *DescribeFleetPortSettingsOutput) SetFleetId(v string) *DescribeFleetPortSettingsOutput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetInboundPermissions sets the InboundPermissions field's value. |
| func (s *DescribeFleetPortSettingsOutput) SetInboundPermissions(v []*IpPermission) *DescribeFleetPortSettingsOutput { |
| s.InboundPermissions = v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *DescribeFleetPortSettingsOutput) SetLocation(v string) *DescribeFleetPortSettingsOutput { |
| s.Location = &v |
| return s |
| } |
| |
| // SetUpdateStatus sets the UpdateStatus field's value. |
| func (s *DescribeFleetPortSettingsOutput) SetUpdateStatus(v string) *DescribeFleetPortSettingsOutput { |
| s.UpdateStatus = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeFleetUtilizationInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet(s) to retrieve utilization data for. You |
| // can use either the fleet ID or ARN value. To retrieve attributes for all |
| // current fleets, do not include this parameter. |
| FleetIds []*string `min:"1" type:"list"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. This parameter is ignored when |
| // the request specifies one or a list of fleet IDs. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. This parameter |
| // is ignored when the request specifies one or a list of fleet IDs. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetUtilizationInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetUtilizationInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeFleetUtilizationInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeFleetUtilizationInput"} |
| if s.FleetIds != nil && len(s.FleetIds) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) |
| } |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetIds sets the FleetIds field's value. |
| func (s *DescribeFleetUtilizationInput) SetFleetIds(v []*string) *DescribeFleetUtilizationInput { |
| s.FleetIds = v |
| return s |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *DescribeFleetUtilizationInput) SetLimit(v int64) *DescribeFleetUtilizationInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeFleetUtilizationInput) SetNextToken(v string) *DescribeFleetUtilizationInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeFleetUtilizationOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of objects containing utilization information for each requested |
| // fleet ID. Utilization objects are returned only for fleets that currently |
| // exist. |
| FleetUtilization []*FleetUtilization `type:"list"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetUtilizationOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeFleetUtilizationOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetUtilization sets the FleetUtilization field's value. |
| func (s *DescribeFleetUtilizationOutput) SetFleetUtilization(v []*FleetUtilization) *DescribeFleetUtilizationOutput { |
| s.FleetUtilization = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeFleetUtilizationOutput) SetNextToken(v string) *DescribeFleetUtilizationOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| type DescribeGameServerGroupInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the game server group. Use either the GameServerGroup |
| // name or ARN value. |
| // |
| // GameServerGroupName is a required field |
| GameServerGroupName *string `min:"1" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameServerGroupInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameServerGroupInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeGameServerGroupInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeGameServerGroupInput"} |
| if s.GameServerGroupName == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) |
| } |
| if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetGameServerGroupName sets the GameServerGroupName field's value. |
| func (s *DescribeGameServerGroupInput) SetGameServerGroupName(v string) *DescribeGameServerGroupInput { |
| s.GameServerGroupName = &v |
| return s |
| } |
| |
| type DescribeGameServerGroupOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // An object with the property settings for the requested game server group |
| // resource. |
| GameServerGroup *GameServerGroup `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameServerGroupOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameServerGroupOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameServerGroup sets the GameServerGroup field's value. |
| func (s *DescribeGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *DescribeGameServerGroupOutput { |
| s.GameServerGroup = v |
| return s |
| } |
| |
| type DescribeGameServerInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the game server group where the game server is running. |
| // Use either the GameServerGroup name or ARN value. |
| // |
| // GameServerGroupName is a required field |
| GameServerGroupName *string `min:"1" type:"string" required:"true"` |
| |
| // A custom string that uniquely identifies the game server information to be |
| // retrieved. |
| // |
| // GameServerId is a required field |
| GameServerId *string `min:"3" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameServerInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameServerInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeGameServerInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeGameServerInput"} |
| if s.GameServerGroupName == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) |
| } |
| if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) |
| } |
| if s.GameServerId == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameServerId")) |
| } |
| if s.GameServerId != nil && len(*s.GameServerId) < 3 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerId", 3)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetGameServerGroupName sets the GameServerGroupName field's value. |
| func (s *DescribeGameServerInput) SetGameServerGroupName(v string) *DescribeGameServerInput { |
| s.GameServerGroupName = &v |
| return s |
| } |
| |
| // SetGameServerId sets the GameServerId field's value. |
| func (s *DescribeGameServerInput) SetGameServerId(v string) *DescribeGameServerInput { |
| s.GameServerId = &v |
| return s |
| } |
| |
| type DescribeGameServerInstancesInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the game server group. Use either the GameServerGroup |
| // name or ARN value. |
| // |
| // GameServerGroupName is a required field |
| GameServerGroupName *string `min:"1" type:"string" required:"true"` |
| |
| // The Amazon EC2 instance IDs that you want to retrieve status on. Amazon EC2 |
| // instance IDs use a 17-character format, for example: i-1234567890abcdef0. |
| // To retrieve all instances in the game server group, leave this parameter |
| // empty. |
| InstanceIds []*string `min:"1" type:"list"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameServerInstancesInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameServerInstancesInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeGameServerInstancesInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeGameServerInstancesInput"} |
| if s.GameServerGroupName == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) |
| } |
| if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) |
| } |
| if s.InstanceIds != nil && len(s.InstanceIds) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("InstanceIds", 1)) |
| } |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetGameServerGroupName sets the GameServerGroupName field's value. |
| func (s *DescribeGameServerInstancesInput) SetGameServerGroupName(v string) *DescribeGameServerInstancesInput { |
| s.GameServerGroupName = &v |
| return s |
| } |
| |
| // SetInstanceIds sets the InstanceIds field's value. |
| func (s *DescribeGameServerInstancesInput) SetInstanceIds(v []*string) *DescribeGameServerInstancesInput { |
| s.InstanceIds = v |
| return s |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *DescribeGameServerInstancesInput) SetLimit(v int64) *DescribeGameServerInstancesInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeGameServerInstancesInput) SetNextToken(v string) *DescribeGameServerInstancesInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| type DescribeGameServerInstancesOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The collection of requested game server instances. |
| GameServerInstances []*GameServerInstance `type:"list"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameServerInstancesOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameServerInstancesOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameServerInstances sets the GameServerInstances field's value. |
| func (s *DescribeGameServerInstancesOutput) SetGameServerInstances(v []*GameServerInstance) *DescribeGameServerInstancesOutput { |
| s.GameServerInstances = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeGameServerInstancesOutput) SetNextToken(v string) *DescribeGameServerInstancesOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| type DescribeGameServerOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Object that describes the requested game server. |
| GameServer *GameServer `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameServerOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameServerOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameServer sets the GameServer field's value. |
| func (s *DescribeGameServerOutput) SetGameServer(v *GameServer) *DescribeGameServerOutput { |
| s.GameServer = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeGameSessionDetailsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the alias associated with the fleet to retrieve all |
| // game sessions for. You can use either the alias ID or ARN value. |
| AliasId *string `type:"string"` |
| |
| // A unique identifier for the fleet to retrieve all game sessions active on |
| // the fleet. You can use either the fleet ID or ARN value. |
| FleetId *string `type:"string"` |
| |
| // A unique identifier for the game session to retrieve. |
| GameSessionId *string `min:"1" type:"string"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A fleet location to get game sessions for. You can specify a fleet's home |
| // Region or a remote location. Use the Amazon Web Services Region code format, |
| // such as us-west-2. |
| Location *string `min:"1" type:"string"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. |
| NextToken *string `min:"1" type:"string"` |
| |
| // Game session status to filter results on. Possible game session statuses |
| // include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are |
| // transitory). |
| StatusFilter *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameSessionDetailsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameSessionDetailsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeGameSessionDetailsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionDetailsInput"} |
| if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) |
| } |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.Location != nil && len(*s.Location) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Location", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| if s.StatusFilter != nil && len(*s.StatusFilter) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("StatusFilter", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetAliasId sets the AliasId field's value. |
| func (s *DescribeGameSessionDetailsInput) SetAliasId(v string) *DescribeGameSessionDetailsInput { |
| s.AliasId = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *DescribeGameSessionDetailsInput) SetFleetId(v string) *DescribeGameSessionDetailsInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetGameSessionId sets the GameSessionId field's value. |
| func (s *DescribeGameSessionDetailsInput) SetGameSessionId(v string) *DescribeGameSessionDetailsInput { |
| s.GameSessionId = &v |
| return s |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *DescribeGameSessionDetailsInput) SetLimit(v int64) *DescribeGameSessionDetailsInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *DescribeGameSessionDetailsInput) SetLocation(v string) *DescribeGameSessionDetailsInput { |
| s.Location = &v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeGameSessionDetailsInput) SetNextToken(v string) *DescribeGameSessionDetailsInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // SetStatusFilter sets the StatusFilter field's value. |
| func (s *DescribeGameSessionDetailsInput) SetStatusFilter(v string) *DescribeGameSessionDetailsInput { |
| s.StatusFilter = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeGameSessionDetailsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of properties for each game session that matches the request. |
| GameSessionDetails []*GameSessionDetail `type:"list"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameSessionDetailsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameSessionDetailsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameSessionDetails sets the GameSessionDetails field's value. |
| func (s *DescribeGameSessionDetailsOutput) SetGameSessionDetails(v []*GameSessionDetail) *DescribeGameSessionDetailsOutput { |
| s.GameSessionDetails = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeGameSessionDetailsOutput) SetNextToken(v string) *DescribeGameSessionDetailsOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeGameSessionPlacementInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for a game session placement to retrieve. |
| // |
| // PlacementId is a required field |
| PlacementId *string `min:"1" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameSessionPlacementInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameSessionPlacementInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeGameSessionPlacementInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionPlacementInput"} |
| if s.PlacementId == nil { |
| invalidParams.Add(request.NewErrParamRequired("PlacementId")) |
| } |
| if s.PlacementId != nil && len(*s.PlacementId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PlacementId", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetPlacementId sets the PlacementId field's value. |
| func (s *DescribeGameSessionPlacementInput) SetPlacementId(v string) *DescribeGameSessionPlacementInput { |
| s.PlacementId = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeGameSessionPlacementOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Object that describes the requested game session placement. |
| GameSessionPlacement *GameSessionPlacement `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameSessionPlacementOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameSessionPlacementOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameSessionPlacement sets the GameSessionPlacement field's value. |
| func (s *DescribeGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *DescribeGameSessionPlacementOutput { |
| s.GameSessionPlacement = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeGameSessionQueuesInput struct { |
| _ struct{} `type:"structure"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. You can request up to 50 results. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A list of queue names to retrieve information for. You can use either the |
| // queue ID or ARN value. To request settings for all queues, leave this parameter |
| // empty. |
| Names []*string `type:"list"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameSessionQueuesInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameSessionQueuesInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeGameSessionQueuesInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionQueuesInput"} |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *DescribeGameSessionQueuesInput) SetLimit(v int64) *DescribeGameSessionQueuesInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetNames sets the Names field's value. |
| func (s *DescribeGameSessionQueuesInput) SetNames(v []*string) *DescribeGameSessionQueuesInput { |
| s.Names = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeGameSessionQueuesInput) SetNextToken(v string) *DescribeGameSessionQueuesInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeGameSessionQueuesOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of objects that describe the requested game session queues. |
| GameSessionQueues []*GameSessionQueue `type:"list"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameSessionQueuesOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameSessionQueuesOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameSessionQueues sets the GameSessionQueues field's value. |
| func (s *DescribeGameSessionQueuesOutput) SetGameSessionQueues(v []*GameSessionQueue) *DescribeGameSessionQueuesOutput { |
| s.GameSessionQueues = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeGameSessionQueuesOutput) SetNextToken(v string) *DescribeGameSessionQueuesOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeGameSessionsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the alias associated with the fleet to retrieve game |
| // sessions for. You can use either the alias ID or ARN value. |
| AliasId *string `type:"string"` |
| |
| // A unique identifier for the fleet to retrieve game sessions for. You can |
| // use either the fleet ID or ARN value. |
| FleetId *string `type:"string"` |
| |
| // A unique identifier for the game session to retrieve. |
| GameSessionId *string `min:"1" type:"string"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A fleet location to get game session details for. You can specify a fleet's |
| // home Region or a remote location. Use the Amazon Web Services Region code |
| // format, such as us-west-2. |
| Location *string `min:"1" type:"string"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. |
| NextToken *string `min:"1" type:"string"` |
| |
| // Game session status to filter results on. You can filter on the following |
| // states: ACTIVE, TERMINATED, ACTIVATING, and TERMINATING. The last two are |
| // transitory and used for only very brief periods of time. |
| StatusFilter *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameSessionsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameSessionsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeGameSessionsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionsInput"} |
| if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) |
| } |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.Location != nil && len(*s.Location) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Location", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| if s.StatusFilter != nil && len(*s.StatusFilter) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("StatusFilter", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetAliasId sets the AliasId field's value. |
| func (s *DescribeGameSessionsInput) SetAliasId(v string) *DescribeGameSessionsInput { |
| s.AliasId = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *DescribeGameSessionsInput) SetFleetId(v string) *DescribeGameSessionsInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetGameSessionId sets the GameSessionId field's value. |
| func (s *DescribeGameSessionsInput) SetGameSessionId(v string) *DescribeGameSessionsInput { |
| s.GameSessionId = &v |
| return s |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *DescribeGameSessionsInput) SetLimit(v int64) *DescribeGameSessionsInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *DescribeGameSessionsInput) SetLocation(v string) *DescribeGameSessionsInput { |
| s.Location = &v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeGameSessionsInput) SetNextToken(v string) *DescribeGameSessionsInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // SetStatusFilter sets the StatusFilter field's value. |
| func (s *DescribeGameSessionsInput) SetStatusFilter(v string) *DescribeGameSessionsInput { |
| s.StatusFilter = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeGameSessionsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of properties for each game session that matches the request. |
| GameSessions []*GameSession `type:"list"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameSessionsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeGameSessionsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameSessions sets the GameSessions field's value. |
| func (s *DescribeGameSessionsOutput) SetGameSessions(v []*GameSession) *DescribeGameSessionsOutput { |
| s.GameSessions = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeGameSessionsOutput) SetNextToken(v string) *DescribeGameSessionsOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeInstancesInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet to retrieve instance information for. You |
| // can use either the fleet ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // A unique identifier for an instance to retrieve. Specify an instance ID or |
| // leave blank to retrieve all instances in the fleet. |
| InstanceId *string `type:"string"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // The name of a location to retrieve instance information for, in the form |
| // of an Amazon Web Services Region code such as us-west-2. |
| Location *string `min:"1" type:"string"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeInstancesInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeInstancesInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeInstancesInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeInstancesInput"} |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.Location != nil && len(*s.Location) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Location", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *DescribeInstancesInput) SetFleetId(v string) *DescribeInstancesInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetInstanceId sets the InstanceId field's value. |
| func (s *DescribeInstancesInput) SetInstanceId(v string) *DescribeInstancesInput { |
| s.InstanceId = &v |
| return s |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *DescribeInstancesInput) SetLimit(v int64) *DescribeInstancesInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *DescribeInstancesInput) SetLocation(v string) *DescribeInstancesInput { |
| s.Location = &v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeInstancesInput) SetNextToken(v string) *DescribeInstancesInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeInstancesOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of objects containing properties for each instance returned. |
| Instances []*Instance `type:"list"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeInstancesOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeInstancesOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetInstances sets the Instances field's value. |
| func (s *DescribeInstancesOutput) SetInstances(v []*Instance) *DescribeInstancesOutput { |
| s.Instances = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeInstancesOutput) SetNextToken(v string) *DescribeInstancesOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeMatchmakingConfigurationsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. This parameter is limited to |
| // 10. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A unique identifier for the matchmaking configuration(s) to retrieve. You |
| // can use either the configuration name or ARN value. To request all existing |
| // configurations, leave this parameter empty. |
| Names []*string `type:"list"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. |
| NextToken *string `min:"1" type:"string"` |
| |
| // A unique identifier for the matchmaking rule set. You can use either the |
| // rule set name or ARN value. Use this parameter to retrieve all matchmaking |
| // configurations that use this rule set. |
| RuleSetName *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeMatchmakingConfigurationsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeMatchmakingConfigurationsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeMatchmakingConfigurationsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeMatchmakingConfigurationsInput"} |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| if s.RuleSetName != nil && len(*s.RuleSetName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("RuleSetName", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *DescribeMatchmakingConfigurationsInput) SetLimit(v int64) *DescribeMatchmakingConfigurationsInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetNames sets the Names field's value. |
| func (s *DescribeMatchmakingConfigurationsInput) SetNames(v []*string) *DescribeMatchmakingConfigurationsInput { |
| s.Names = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeMatchmakingConfigurationsInput) SetNextToken(v string) *DescribeMatchmakingConfigurationsInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // SetRuleSetName sets the RuleSetName field's value. |
| func (s *DescribeMatchmakingConfigurationsInput) SetRuleSetName(v string) *DescribeMatchmakingConfigurationsInput { |
| s.RuleSetName = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeMatchmakingConfigurationsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of requested matchmaking configurations. |
| Configurations []*MatchmakingConfiguration `type:"list"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeMatchmakingConfigurationsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeMatchmakingConfigurationsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetConfigurations sets the Configurations field's value. |
| func (s *DescribeMatchmakingConfigurationsOutput) SetConfigurations(v []*MatchmakingConfiguration) *DescribeMatchmakingConfigurationsOutput { |
| s.Configurations = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeMatchmakingConfigurationsOutput) SetNextToken(v string) *DescribeMatchmakingConfigurationsOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeMatchmakingInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for a matchmaking ticket. You can include up to 10 ID |
| // values. |
| // |
| // TicketIds is a required field |
| TicketIds []*string `type:"list" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeMatchmakingInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeMatchmakingInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeMatchmakingInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeMatchmakingInput"} |
| if s.TicketIds == nil { |
| invalidParams.Add(request.NewErrParamRequired("TicketIds")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetTicketIds sets the TicketIds field's value. |
| func (s *DescribeMatchmakingInput) SetTicketIds(v []*string) *DescribeMatchmakingInput { |
| s.TicketIds = v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeMatchmakingOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of existing matchmaking ticket objects matching the request. |
| TicketList []*MatchmakingTicket `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeMatchmakingOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeMatchmakingOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetTicketList sets the TicketList field's value. |
| func (s *DescribeMatchmakingOutput) SetTicketList(v []*MatchmakingTicket) *DescribeMatchmakingOutput { |
| s.TicketList = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeMatchmakingRuleSetsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A list of one or more matchmaking rule set names to retrieve details for. |
| // (Note: The rule set name is different from the optional "name" field in the |
| // rule set body.) You can use either the rule set name or ARN value. |
| Names []*string `min:"1" type:"list"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeMatchmakingRuleSetsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeMatchmakingRuleSetsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeMatchmakingRuleSetsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeMatchmakingRuleSetsInput"} |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.Names != nil && len(s.Names) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Names", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *DescribeMatchmakingRuleSetsInput) SetLimit(v int64) *DescribeMatchmakingRuleSetsInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetNames sets the Names field's value. |
| func (s *DescribeMatchmakingRuleSetsInput) SetNames(v []*string) *DescribeMatchmakingRuleSetsInput { |
| s.Names = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeMatchmakingRuleSetsInput) SetNextToken(v string) *DescribeMatchmakingRuleSetsInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeMatchmakingRuleSetsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| |
| // A collection of requested matchmaking rule set objects. |
| // |
| // RuleSets is a required field |
| RuleSets []*MatchmakingRuleSet `type:"list" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeMatchmakingRuleSetsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeMatchmakingRuleSetsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeMatchmakingRuleSetsOutput) SetNextToken(v string) *DescribeMatchmakingRuleSetsOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // SetRuleSets sets the RuleSets field's value. |
| func (s *DescribeMatchmakingRuleSetsOutput) SetRuleSets(v []*MatchmakingRuleSet) *DescribeMatchmakingRuleSetsOutput { |
| s.RuleSets = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribePlayerSessionsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the game session to retrieve player sessions for. |
| GameSessionId *string `min:"1" type:"string"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. If a player session ID is specified, |
| // this parameter is ignored. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. If a player |
| // session ID is specified, this parameter is ignored. |
| NextToken *string `min:"1" type:"string"` |
| |
| // A unique identifier for a player to retrieve player sessions for. |
| PlayerId *string `min:"1" type:"string"` |
| |
| // A unique identifier for a player session to retrieve. |
| PlayerSessionId *string `type:"string"` |
| |
| // Player session status to filter results on. |
| // |
| // Possible player session statuses include the following: |
| // |
| // * RESERVED -- The player session request has been received, but the player |
| // has not yet connected to the server process and/or been validated. |
| // |
| // * ACTIVE -- The player has been validated by the server process and is |
| // currently connected. |
| // |
| // * COMPLETED -- The player connection has been dropped. |
| // |
| // * TIMEDOUT -- A player session request was received, but the player did |
| // not connect and/or was not validated within the timeout limit (60 seconds). |
| PlayerSessionStatusFilter *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribePlayerSessionsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribePlayerSessionsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribePlayerSessionsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribePlayerSessionsInput"} |
| if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) |
| } |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| if s.PlayerId != nil && len(*s.PlayerId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1)) |
| } |
| if s.PlayerSessionStatusFilter != nil && len(*s.PlayerSessionStatusFilter) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PlayerSessionStatusFilter", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetGameSessionId sets the GameSessionId field's value. |
| func (s *DescribePlayerSessionsInput) SetGameSessionId(v string) *DescribePlayerSessionsInput { |
| s.GameSessionId = &v |
| return s |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *DescribePlayerSessionsInput) SetLimit(v int64) *DescribePlayerSessionsInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribePlayerSessionsInput) SetNextToken(v string) *DescribePlayerSessionsInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // SetPlayerId sets the PlayerId field's value. |
| func (s *DescribePlayerSessionsInput) SetPlayerId(v string) *DescribePlayerSessionsInput { |
| s.PlayerId = &v |
| return s |
| } |
| |
| // SetPlayerSessionId sets the PlayerSessionId field's value. |
| func (s *DescribePlayerSessionsInput) SetPlayerSessionId(v string) *DescribePlayerSessionsInput { |
| s.PlayerSessionId = &v |
| return s |
| } |
| |
| // SetPlayerSessionStatusFilter sets the PlayerSessionStatusFilter field's value. |
| func (s *DescribePlayerSessionsInput) SetPlayerSessionStatusFilter(v string) *DescribePlayerSessionsInput { |
| s.PlayerSessionStatusFilter = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribePlayerSessionsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| |
| // A collection of objects containing properties for each player session that |
| // matches the request. |
| PlayerSessions []*PlayerSession `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribePlayerSessionsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribePlayerSessionsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribePlayerSessionsOutput) SetNextToken(v string) *DescribePlayerSessionsOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // SetPlayerSessions sets the PlayerSessions field's value. |
| func (s *DescribePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *DescribePlayerSessionsOutput { |
| s.PlayerSessions = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeRuntimeConfigurationInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet to get the runtime configuration for. You |
| // can use either the fleet ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeRuntimeConfigurationInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeRuntimeConfigurationInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeRuntimeConfigurationInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeRuntimeConfigurationInput"} |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *DescribeRuntimeConfigurationInput) SetFleetId(v string) *DescribeRuntimeConfigurationInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeRuntimeConfigurationOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Instructions that describe how server processes should be launched and maintained |
| // on each instance in the fleet. |
| RuntimeConfiguration *RuntimeConfiguration `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeRuntimeConfigurationOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeRuntimeConfigurationOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetRuntimeConfiguration sets the RuntimeConfiguration field's value. |
| func (s *DescribeRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeConfiguration) *DescribeRuntimeConfigurationOutput { |
| s.RuntimeConfiguration = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeScalingPoliciesInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet for which to retrieve scaling policies. |
| // You can use either the fleet ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // The fleet location. If you don't specify this value, the response contains |
| // the scaling policies of every location in the fleet. |
| Location *string `min:"1" type:"string"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. |
| NextToken *string `min:"1" type:"string"` |
| |
| // Scaling policy status to filter results on. A scaling policy is only in force |
| // when in an ACTIVE status. |
| // |
| // * ACTIVE -- The scaling policy is currently in force. |
| // |
| // * UPDATEREQUESTED -- A request to update the scaling policy has been received. |
| // |
| // * UPDATING -- A change is being made to the scaling policy. |
| // |
| // * DELETEREQUESTED -- A request to delete the scaling policy has been received. |
| // |
| // * DELETING -- The scaling policy is being deleted. |
| // |
| // * DELETED -- The scaling policy has been deleted. |
| // |
| // * ERROR -- An error occurred in creating the policy. It should be removed |
| // and recreated. |
| StatusFilter *string `type:"string" enum:"ScalingStatusType"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeScalingPoliciesInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeScalingPoliciesInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeScalingPoliciesInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeScalingPoliciesInput"} |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.Location != nil && len(*s.Location) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Location", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *DescribeScalingPoliciesInput) SetFleetId(v string) *DescribeScalingPoliciesInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *DescribeScalingPoliciesInput) SetLimit(v int64) *DescribeScalingPoliciesInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *DescribeScalingPoliciesInput) SetLocation(v string) *DescribeScalingPoliciesInput { |
| s.Location = &v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeScalingPoliciesInput) SetNextToken(v string) *DescribeScalingPoliciesInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // SetStatusFilter sets the StatusFilter field's value. |
| func (s *DescribeScalingPoliciesInput) SetStatusFilter(v string) *DescribeScalingPoliciesInput { |
| s.StatusFilter = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeScalingPoliciesOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| |
| // A collection of objects containing the scaling policies matching the request. |
| ScalingPolicies []*ScalingPolicy `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeScalingPoliciesOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeScalingPoliciesOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *DescribeScalingPoliciesOutput) SetNextToken(v string) *DescribeScalingPoliciesOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // SetScalingPolicies sets the ScalingPolicies field's value. |
| func (s *DescribeScalingPoliciesOutput) SetScalingPolicies(v []*ScalingPolicy) *DescribeScalingPoliciesOutput { |
| s.ScalingPolicies = v |
| return s |
| } |
| |
| type DescribeScriptInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the Realtime script to retrieve properties for. You |
| // can use either the script ID or ARN value. |
| // |
| // ScriptId is a required field |
| ScriptId *string `type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeScriptInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeScriptInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DescribeScriptInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DescribeScriptInput"} |
| if s.ScriptId == nil { |
| invalidParams.Add(request.NewErrParamRequired("ScriptId")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetScriptId sets the ScriptId field's value. |
| func (s *DescribeScriptInput) SetScriptId(v string) *DescribeScriptInput { |
| s.ScriptId = &v |
| return s |
| } |
| |
| type DescribeScriptOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A set of properties describing the requested script. |
| Script *Script `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeScriptOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeScriptOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetScript sets the Script field's value. |
| func (s *DescribeScriptOutput) SetScript(v *Script) *DescribeScriptOutput { |
| s.Script = v |
| return s |
| } |
| |
| type DescribeVpcPeeringAuthorizationsInput struct { |
| _ struct{} `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeVpcPeeringAuthorizationsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeVpcPeeringAuthorizationsInput) GoString() string { |
| return s.String() |
| } |
| |
| type DescribeVpcPeeringAuthorizationsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of objects that describe all valid VPC peering operations for |
| // the current Amazon Web Services account. |
| VpcPeeringAuthorizations []*VpcPeeringAuthorization `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeVpcPeeringAuthorizationsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeVpcPeeringAuthorizationsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetVpcPeeringAuthorizations sets the VpcPeeringAuthorizations field's value. |
| func (s *DescribeVpcPeeringAuthorizationsOutput) SetVpcPeeringAuthorizations(v []*VpcPeeringAuthorization) *DescribeVpcPeeringAuthorizationsOutput { |
| s.VpcPeeringAuthorizations = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type DescribeVpcPeeringConnectionsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet. You can use either the fleet ID or ARN |
| // value. |
| FleetId *string `type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeVpcPeeringConnectionsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeVpcPeeringConnectionsInput) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *DescribeVpcPeeringConnectionsInput) SetFleetId(v string) *DescribeVpcPeeringConnectionsInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type DescribeVpcPeeringConnectionsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of VPC peering connection records that match the request. |
| VpcPeeringConnections []*VpcPeeringConnection `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeVpcPeeringConnectionsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DescribeVpcPeeringConnectionsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetVpcPeeringConnections sets the VpcPeeringConnections field's value. |
| func (s *DescribeVpcPeeringConnectionsOutput) SetVpcPeeringConnections(v []*VpcPeeringConnection) *DescribeVpcPeeringConnectionsOutput { |
| s.VpcPeeringConnections = v |
| return s |
| } |
| |
| // Player information for use when creating player sessions using a game session |
| // placement request with StartGameSessionPlacement. |
| type DesiredPlayerSession struct { |
| _ struct{} `type:"structure"` |
| |
| // Developer-defined information related to a player. GameLift does not use |
| // this data, so it can be formatted as needed for use in the game. |
| PlayerData *string `min:"1" type:"string"` |
| |
| // A unique identifier for a player to associate with the player session. |
| PlayerId *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DesiredPlayerSession) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s DesiredPlayerSession) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *DesiredPlayerSession) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "DesiredPlayerSession"} |
| if s.PlayerData != nil && len(*s.PlayerData) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PlayerData", 1)) |
| } |
| if s.PlayerId != nil && len(*s.PlayerId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetPlayerData sets the PlayerData field's value. |
| func (s *DesiredPlayerSession) SetPlayerData(v string) *DesiredPlayerSession { |
| s.PlayerData = &v |
| return s |
| } |
| |
| // SetPlayerId sets the PlayerId field's value. |
| func (s *DesiredPlayerSession) SetPlayerId(v string) *DesiredPlayerSession { |
| s.PlayerId = &v |
| return s |
| } |
| |
| // Resource capacity settings. Fleet capacity is measured in Amazon EC2 instances. |
| // Pending and terminating counts are non-zero when the fleet capacity is adjusting |
| // to a scaling event or if access to resources is temporarily affected. |
| // |
| // EC2 instance counts are part of FleetCapacity. |
| type EC2InstanceCounts struct { |
| _ struct{} `type:"structure"` |
| |
| // Actual number of instances that are ready to host game sessions. |
| ACTIVE *int64 `type:"integer"` |
| |
| // Ideal number of active instances. GameLift will always try to maintain the |
| // desired number of instances. Capacity is scaled up or down by changing the |
| // desired instances. |
| DESIRED *int64 `type:"integer"` |
| |
| // Number of active instances that are not currently hosting a game session. |
| IDLE *int64 `type:"integer"` |
| |
| // The maximum instance count value allowed. |
| MAXIMUM *int64 `type:"integer"` |
| |
| // The minimum instance count value allowed. |
| MINIMUM *int64 `type:"integer"` |
| |
| // Number of instances that are starting but not yet active. |
| PENDING *int64 `type:"integer"` |
| |
| // Number of instances that are no longer active but haven't yet been terminated. |
| TERMINATING *int64 `type:"integer"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s EC2InstanceCounts) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s EC2InstanceCounts) GoString() string { |
| return s.String() |
| } |
| |
| // SetACTIVE sets the ACTIVE field's value. |
| func (s *EC2InstanceCounts) SetACTIVE(v int64) *EC2InstanceCounts { |
| s.ACTIVE = &v |
| return s |
| } |
| |
| // SetDESIRED sets the DESIRED field's value. |
| func (s *EC2InstanceCounts) SetDESIRED(v int64) *EC2InstanceCounts { |
| s.DESIRED = &v |
| return s |
| } |
| |
| // SetIDLE sets the IDLE field's value. |
| func (s *EC2InstanceCounts) SetIDLE(v int64) *EC2InstanceCounts { |
| s.IDLE = &v |
| return s |
| } |
| |
| // SetMAXIMUM sets the MAXIMUM field's value. |
| func (s *EC2InstanceCounts) SetMAXIMUM(v int64) *EC2InstanceCounts { |
| s.MAXIMUM = &v |
| return s |
| } |
| |
| // SetMINIMUM sets the MINIMUM field's value. |
| func (s *EC2InstanceCounts) SetMINIMUM(v int64) *EC2InstanceCounts { |
| s.MINIMUM = &v |
| return s |
| } |
| |
| // SetPENDING sets the PENDING field's value. |
| func (s *EC2InstanceCounts) SetPENDING(v int64) *EC2InstanceCounts { |
| s.PENDING = &v |
| return s |
| } |
| |
| // SetTERMINATING sets the TERMINATING field's value. |
| func (s *EC2InstanceCounts) SetTERMINATING(v int64) *EC2InstanceCounts { |
| s.TERMINATING = &v |
| return s |
| } |
| |
| // The GameLift service limits for an Amazon EC2 instance type and current utilization. |
| // GameLift allows Amazon Web Services accounts a maximum number of instances, |
| // per instance type, per Amazon Web Services Region or location, for use with |
| // GameLift. You can request an limit increase for your account by using the |
| // Service limits page in the GameLift console. |
| // |
| // Related actions |
| // |
| // DescribeEC2InstanceLimits |
| type EC2InstanceLimit struct { |
| _ struct{} `type:"structure"` |
| |
| // The number of instances for the specified type and location that are currently |
| // being used by the Amazon Web Services account. |
| CurrentInstances *int64 `type:"integer"` |
| |
| // The name of an Amazon EC2 instance type. See Amazon Elastic Compute Cloud |
| // Instance Types (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. |
| EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` |
| |
| // The number of instances that is allowed for the specified instance type and |
| // location. |
| InstanceLimit *int64 `type:"integer"` |
| |
| // An Amazon Web Services Region code, such as us-west-2. |
| Location *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s EC2InstanceLimit) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s EC2InstanceLimit) GoString() string { |
| return s.String() |
| } |
| |
| // SetCurrentInstances sets the CurrentInstances field's value. |
| func (s *EC2InstanceLimit) SetCurrentInstances(v int64) *EC2InstanceLimit { |
| s.CurrentInstances = &v |
| return s |
| } |
| |
| // SetEC2InstanceType sets the EC2InstanceType field's value. |
| func (s *EC2InstanceLimit) SetEC2InstanceType(v string) *EC2InstanceLimit { |
| s.EC2InstanceType = &v |
| return s |
| } |
| |
| // SetInstanceLimit sets the InstanceLimit field's value. |
| func (s *EC2InstanceLimit) SetInstanceLimit(v int64) *EC2InstanceLimit { |
| s.InstanceLimit = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *EC2InstanceLimit) SetLocation(v string) *EC2InstanceLimit { |
| s.Location = &v |
| return s |
| } |
| |
| // Log entry describing an event that involves GameLift resources (such as a |
| // fleet). In addition to tracking activity, event codes and messages can provide |
| // additional information for troubleshooting and debugging problems. |
| // |
| // Related actions |
| // |
| // DescribeFleetEvents |
| type Event struct { |
| _ struct{} `type:"structure"` |
| |
| // The type of event being logged. |
| // |
| // Fleet state transition events: |
| // |
| // * FLEET_CREATED -- A fleet resource was successfully created with a status |
| // of NEW. Event messaging includes the fleet ID. |
| // |
| // * FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING. |
| // The compressed build has started downloading to a fleet instance for installation. |
| // |
| // * FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. |
| // GameLift has successfully downloaded the build and is now validating the |
| // build files. |
| // |
| // * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. |
| // GameLift has successfully verified the build files and is now running |
| // the installation scripts. |
| // |
| // * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. |
| // GameLift is trying to launch an instance and test the connectivity between |
| // the build and the GameLift Service via the Server SDK. |
| // |
| // * FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to |
| // ACTIVE. The fleet is now ready to host game sessions. |
| // |
| // * FLEET_STATE_ERROR -- The Fleet's status changed to ERROR. Describe the |
| // fleet event message for more details. |
| // |
| // Fleet creation events (ordered by fleet creation activity): |
| // |
| // * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the |
| // fleet instance. |
| // |
| // * FLEET_CREATION_EXTRACTING_BUILD -- The game server build was successfully |
| // downloaded to an instance, and the build files are now being extracted |
| // from the uploaded build and saved to an instance. Failure at this stage |
| // prevents a fleet from moving to ACTIVE status. Logs for this stage display |
| // a list of the files that are extracted and saved on the instance. Access |
| // the logs by using the URL in PreSignedLogUrl. |
| // |
| // * FLEET_CREATION_RUNNING_INSTALLER -- The game server build files were |
| // successfully extracted, and the GameLift is now running the build's install |
| // script (if one is included). Failure in this stage prevents a fleet from |
| // moving to ACTIVE status. Logs for this stage list the installation steps |
| // and whether or not the install completed successfully. Access the logs |
| // by using the URL in PreSignedLogUrl. |
| // |
| // * FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, |
| // and the GameLift is now verifying that the game server launch paths, which |
| // are specified in the fleet's runtime configuration, exist. If any listed |
| // launch path exists, GameLift tries to launch a game server process and |
| // waits for the process to report ready. Failures in this stage prevent |
| // a fleet from moving to ACTIVE status. Logs for this stage list the launch |
| // paths in the runtime configuration and indicate whether each is found. |
| // Access the logs by using the URL in PreSignedLogUrl. |
| // |
| // * FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the runtime |
| // configuration failed because the executable specified in a launch path |
| // does not exist on the instance. |
| // |
| // * FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the runtime |
| // configuration failed because the executable specified in a launch path |
| // failed to run on the fleet instance. |
| // |
| // * FLEET_VALIDATION_TIMED_OUT -- Validation of the fleet at the end of |
| // creation timed out. Try fleet creation again. |
| // |
| // * FLEET_ACTIVATION_FAILED -- The fleet failed to successfully complete |
| // one of the steps in the fleet activation process. This event code indicates |
| // that the game build was successfully downloaded to a fleet instance, built, |
| // and validated, but was not able to start a server process. For more information, |
| // see Debug Fleet Creation Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation). |
| // |
| // * FLEET_ACTIVATION_FAILED_NO_INSTANCES -- Fleet creation was not able |
| // to obtain any instances based on the input fleet attributes. Try again |
| // at a different time or choose a different combination of fleet attributes |
| // such as fleet type, instance type, etc. |
| // |
| // * FLEET_INITIALIZATION_FAILED -- A generic exception occurred during fleet |
| // creation. Describe the fleet event message for more details. |
| // |
| // VPC peering events: |
| // |
| // * FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established |
| // between the VPC for an GameLift fleet and a VPC in your Amazon Web Services |
| // account. |
| // |
| // * FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. |
| // Event details and status information (see DescribeVpcPeeringConnections) |
| // provide additional detail. A common reason for peering failure is that |
| // the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve |
| // this, change the CIDR block for the VPC in your Amazon Web Services account. |
| // For more information on VPC peering failures, see https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html |
| // (https://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html) |
| // |
| // * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully |
| // deleted. |
| // |
| // Spot instance events: |
| // |
| // * INSTANCE_INTERRUPTED -- A spot instance was interrupted by EC2 with |
| // a two-minute notification. |
| // |
| // Spot process events: |
| // |
| // * SERVER_PROCESS_INVALID_PATH -- The game server executable or script |
| // could not be found based on the Fleet runtime configuration. Check that |
| // the launch path is correct based on the operating system of the Fleet. |
| // |
| // * SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT -- The server process did |
| // not call InitSDK() within the time expected. Check your game session log |
| // to see why InitSDK() was not called in time. |
| // |
| // * SERVER_PROCESS_PROCESS_READY_TIMEOUT -- The server process did not call |
| // ProcessReady() within the time expected after calling InitSDK(). Check |
| // your game session log to see why ProcessReady() was not called in time. |
| // |
| // * SERVER_PROCESS_CRASHED -- The server process exited without calling |
| // ProcessEnding(). Check your game session log to see why ProcessEnding() |
| // was not called. |
| // |
| // * SERVER_PROCESS_TERMINATED_UNHEALTHY -- The server process did not report |
| // a valid health check for too long and was therefore terminated by GameLift. |
| // Check your game session log to see if the thread became stuck processing |
| // a synchronous task for too long. |
| // |
| // * SERVER_PROCESS_FORCE_TERMINATED -- The server process did not exit cleanly |
| // after OnProcessTerminate() was sent within the time expected. Check your |
| // game session log to see why termination took longer than expected. |
| // |
| // * SERVER_PROCESS_PROCESS_EXIT_TIMEOUT -- The server process did not exit |
| // cleanly within the time expected after calling ProcessEnding(). Check |
| // your game session log to see why termination took longer than expected. |
| // |
| // Game session events: |
| // |
| // * GAME_SESSION_ACTIVATION_TIMEOUT -- GameSession failed to activate within |
| // the expected time. Check your game session log to see why ActivateGameSession() |
| // took longer to complete than expected. |
| // |
| // Other fleet events: |
| // |
| // * FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings |
| // (desired instances, minimum/maximum scaling limits). Event messaging includes |
| // the new capacity settings. |
| // |
| // * FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made |
| // to the fleet's game session protection policy setting. Event messaging |
| // includes both the old and new policy setting. |
| // |
| // * FLEET_DELETED -- A request to delete a fleet was initiated. |
| // |
| // * GENERIC_EVENT -- An unspecified event has occurred. |
| EventCode *string `type:"string" enum:"EventCode"` |
| |
| // A unique identifier for a fleet event. |
| EventId *string `min:"1" type:"string"` |
| |
| // Time stamp indicating when this event occurred. Format is a number expressed |
| // in Unix time as milliseconds (for example "1469498468.057"). |
| EventTime *time.Time `type:"timestamp"` |
| |
| // Additional information related to the event. |
| Message *string `min:"1" type:"string"` |
| |
| // Location of stored logs with additional detail that is related to the event. |
| // This is useful for debugging issues. The URL is valid for 15 minutes. You |
| // can also access fleet creation logs through the GameLift console. |
| PreSignedLogUrl *string `min:"1" type:"string"` |
| |
| // A unique identifier for an event resource, such as a fleet ID. |
| ResourceId *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s Event) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s Event) GoString() string { |
| return s.String() |
| } |
| |
| // SetEventCode sets the EventCode field's value. |
| func (s *Event) SetEventCode(v string) *Event { |
| s.EventCode = &v |
| return s |
| } |
| |
| // SetEventId sets the EventId field's value. |
| func (s *Event) SetEventId(v string) *Event { |
| s.EventId = &v |
| return s |
| } |
| |
| // SetEventTime sets the EventTime field's value. |
| func (s *Event) SetEventTime(v time.Time) *Event { |
| s.EventTime = &v |
| return s |
| } |
| |
| // SetMessage sets the Message field's value. |
| func (s *Event) SetMessage(v string) *Event { |
| s.Message = &v |
| return s |
| } |
| |
| // SetPreSignedLogUrl sets the PreSignedLogUrl field's value. |
| func (s *Event) SetPreSignedLogUrl(v string) *Event { |
| s.PreSignedLogUrl = &v |
| return s |
| } |
| |
| // SetResourceId sets the ResourceId field's value. |
| func (s *Event) SetResourceId(v string) *Event { |
| s.ResourceId = &v |
| return s |
| } |
| |
| // A list of fleet locations where a game session queue can place new game sessions. |
| // You can use a filter to temporarily turn off placements for specific locations. |
| // For queues that have multi-location fleets, you can use a filter configuration |
| // allow placement with some, but not all of these locations. |
| // |
| // Filter configurations are part of a GameSessionQueue. |
| type FilterConfiguration struct { |
| _ struct{} `type:"structure"` |
| |
| // A list of locations to allow game session placement in, in the form of Amazon |
| // Web Services Region codes such as us-west-2. |
| AllowedLocations []*string `min:"1" type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s FilterConfiguration) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s FilterConfiguration) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *FilterConfiguration) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "FilterConfiguration"} |
| if s.AllowedLocations != nil && len(s.AllowedLocations) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("AllowedLocations", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetAllowedLocations sets the AllowedLocations field's value. |
| func (s *FilterConfiguration) SetAllowedLocations(v []*string) *FilterConfiguration { |
| s.AllowedLocations = v |
| return s |
| } |
| |
| // Describes a GameLift fleet of game hosting resources. |
| // |
| // Related actions |
| // |
| // CreateFleet | DescribeFleetAttributes |
| type FleetAttributes struct { |
| _ struct{} `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // associated with the GameLift build resource that is deployed on instances |
| // in this fleet. In a GameLift build ARN, the resource ID matches the BuildId |
| // value. |
| BuildArn *string `type:"string"` |
| |
| // A unique identifier for the build resource that is deployed on instances |
| // in this fleet. |
| BuildId *string `type:"string"` |
| |
| // Indicates whether a TLS/SSL certificate was generated for the fleet. |
| CertificateConfiguration *CertificateConfiguration `type:"structure"` |
| |
| // A time stamp indicating when this data object was created. Format is a number |
| // expressed in Unix time as milliseconds (for example "1469498468.057"). |
| CreationTime *time.Time `type:"timestamp"` |
| |
| // A human-readable description of the fleet. |
| Description *string `min:"1" type:"string"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift fleet resource and uniquely identifies it. |
| // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. |
| // In a GameLift fleet ARN, the resource ID matches the FleetId value. |
| FleetArn *string `type:"string"` |
| |
| // A unique identifier for the fleet. |
| FleetId *string `type:"string"` |
| |
| // The kind of instances, On-Demand or Spot, that this fleet uses. |
| FleetType *string `type:"string" enum:"FleetType"` |
| |
| // A unique identifier for an IAM role that manages access to your Amazon Web |
| // Services services. With an instance role ARN set, any application that runs |
| // on an instance in this fleet can assume the role, including install scripts, |
| // server processes, and daemons (background processes). Create a role or look |
| // up a role's ARN by using the IAM dashboard (https://console.aws.amazon.com/iam/) |
| // in the Amazon Web Services Management Console. Learn more about using on-box |
| // credentials for your game servers at Access external resources from a game |
| // server (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html). |
| InstanceRoleArn *string `min:"1" type:"string"` |
| |
| // The Amazon EC2 instance type that determines the computing resources of each |
| // instance in the fleet. Instance type defines the CPU, memory, storage, and |
| // networking capacity. See Amazon Elastic Compute Cloud Instance Types (http://aws.amazon.com/ec2/instance-types/) |
| // for detailed descriptions. |
| InstanceType *string `type:"string" enum:"EC2InstanceType"` |
| |
| // This parameter is no longer used. Game session log paths are now defined |
| // using the GameLift server API ProcessReady() logParameters. See more information |
| // in the Server API Reference (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process). |
| LogPaths []*string `type:"list"` |
| |
| // Name of a metric group that metrics for this fleet are added to. In Amazon |
| // CloudWatch, you can view aggregated metrics for fleets that are in a metric |
| // group. A fleet can be included in only one metric group at a time. |
| MetricGroups []*string `type:"list"` |
| |
| // A descriptive label that is associated with a fleet. Fleet names do not need |
| // to be unique. |
| Name *string `min:"1" type:"string"` |
| |
| // The type of game session protection to set on all new instances that are |
| // started in the fleet. |
| // |
| // * NoProtection -- The game session can be terminated during a scale-down |
| // event. |
| // |
| // * FullProtection -- If the game session is in an ACTIVE status, it cannot |
| // be terminated during a scale-down event. |
| NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` |
| |
| // The operating system of the fleet's computing resources. A fleet's operating |
| // system is determined by the OS of the build or script that is deployed on |
| // this fleet. |
| OperatingSystem *string `type:"string" enum:"OperatingSystem"` |
| |
| // The fleet policy that limits the number of game sessions an individual player |
| // can create over a span of time. |
| ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // associated with the GameLift script resource that is deployed on instances |
| // in this fleet. In a GameLift script ARN, the resource ID matches the ScriptId |
| // value. |
| ScriptArn *string `type:"string"` |
| |
| // A unique identifier for the Realtime script resource that is deployed on |
| // instances in this fleet. |
| ScriptId *string `type:"string"` |
| |
| // This parameter is no longer used. Server launch parameters are now defined |
| // using the fleet's RuntimeConfiguration parameter. Requests that use this |
| // parameter instead continue to be valid. |
| ServerLaunchParameters *string `min:"1" type:"string"` |
| |
| // This parameter is no longer used. Server launch paths are now defined using |
| // the fleet's RuntimeConfiguration parameter. Requests that use this parameter |
| // instead continue to be valid. |
| ServerLaunchPath *string `min:"1" type:"string"` |
| |
| // Current status of the fleet. Possible fleet statuses include the following: |
| // |
| // * NEW -- A new fleet has been defined and desired instances is set to |
| // 1. |
| // |
| // * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- GameLift is setting up |
| // the new fleet, creating new instances with the game build or Realtime |
| // script and starting server processes. |
| // |
| // * ACTIVE -- Hosts can now accept game sessions. |
| // |
| // * ERROR -- An error occurred when downloading, validating, building, or |
| // activating the fleet. |
| // |
| // * DELETING -- Hosts are responding to a delete fleet request. |
| // |
| // * TERMINATED -- The fleet no longer exists. |
| Status *string `type:"string" enum:"FleetStatus"` |
| |
| // A list of fleet activity that has been suspended using StopFleetActions. |
| // This includes fleet auto-scaling. |
| StoppedActions []*string `min:"1" type:"list" enum:"FleetAction"` |
| |
| // A time stamp indicating when this data object was terminated. Format is a |
| // number expressed in Unix time as milliseconds (for example "1469498468.057"). |
| TerminationTime *time.Time `type:"timestamp"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s FleetAttributes) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s FleetAttributes) GoString() string { |
| return s.String() |
| } |
| |
| // SetBuildArn sets the BuildArn field's value. |
| func (s *FleetAttributes) SetBuildArn(v string) *FleetAttributes { |
| s.BuildArn = &v |
| return s |
| } |
| |
| // SetBuildId sets the BuildId field's value. |
| func (s *FleetAttributes) SetBuildId(v string) *FleetAttributes { |
| s.BuildId = &v |
| return s |
| } |
| |
| // SetCertificateConfiguration sets the CertificateConfiguration field's value. |
| func (s *FleetAttributes) SetCertificateConfiguration(v *CertificateConfiguration) *FleetAttributes { |
| s.CertificateConfiguration = v |
| return s |
| } |
| |
| // SetCreationTime sets the CreationTime field's value. |
| func (s *FleetAttributes) SetCreationTime(v time.Time) *FleetAttributes { |
| s.CreationTime = &v |
| return s |
| } |
| |
| // SetDescription sets the Description field's value. |
| func (s *FleetAttributes) SetDescription(v string) *FleetAttributes { |
| s.Description = &v |
| return s |
| } |
| |
| // SetFleetArn sets the FleetArn field's value. |
| func (s *FleetAttributes) SetFleetArn(v string) *FleetAttributes { |
| s.FleetArn = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *FleetAttributes) SetFleetId(v string) *FleetAttributes { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetFleetType sets the FleetType field's value. |
| func (s *FleetAttributes) SetFleetType(v string) *FleetAttributes { |
| s.FleetType = &v |
| return s |
| } |
| |
| // SetInstanceRoleArn sets the InstanceRoleArn field's value. |
| func (s *FleetAttributes) SetInstanceRoleArn(v string) *FleetAttributes { |
| s.InstanceRoleArn = &v |
| return s |
| } |
| |
| // SetInstanceType sets the InstanceType field's value. |
| func (s *FleetAttributes) SetInstanceType(v string) *FleetAttributes { |
| s.InstanceType = &v |
| return s |
| } |
| |
| // SetLogPaths sets the LogPaths field's value. |
| func (s *FleetAttributes) SetLogPaths(v []*string) *FleetAttributes { |
| s.LogPaths = v |
| return s |
| } |
| |
| // SetMetricGroups sets the MetricGroups field's value. |
| func (s *FleetAttributes) SetMetricGroups(v []*string) *FleetAttributes { |
| s.MetricGroups = v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *FleetAttributes) SetName(v string) *FleetAttributes { |
| s.Name = &v |
| return s |
| } |
| |
| // SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value. |
| func (s *FleetAttributes) SetNewGameSessionProtectionPolicy(v string) *FleetAttributes { |
| s.NewGameSessionProtectionPolicy = &v |
| return s |
| } |
| |
| // SetOperatingSystem sets the OperatingSystem field's value. |
| func (s *FleetAttributes) SetOperatingSystem(v string) *FleetAttributes { |
| s.OperatingSystem = &v |
| return s |
| } |
| |
| // SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value. |
| func (s *FleetAttributes) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *FleetAttributes { |
| s.ResourceCreationLimitPolicy = v |
| return s |
| } |
| |
| // SetScriptArn sets the ScriptArn field's value. |
| func (s *FleetAttributes) SetScriptArn(v string) *FleetAttributes { |
| s.ScriptArn = &v |
| return s |
| } |
| |
| // SetScriptId sets the ScriptId field's value. |
| func (s *FleetAttributes) SetScriptId(v string) *FleetAttributes { |
| s.ScriptId = &v |
| return s |
| } |
| |
| // SetServerLaunchParameters sets the ServerLaunchParameters field's value. |
| func (s *FleetAttributes) SetServerLaunchParameters(v string) *FleetAttributes { |
| s.ServerLaunchParameters = &v |
| return s |
| } |
| |
| // SetServerLaunchPath sets the ServerLaunchPath field's value. |
| func (s *FleetAttributes) SetServerLaunchPath(v string) *FleetAttributes { |
| s.ServerLaunchPath = &v |
| return s |
| } |
| |
| // SetStatus sets the Status field's value. |
| func (s *FleetAttributes) SetStatus(v string) *FleetAttributes { |
| s.Status = &v |
| return s |
| } |
| |
| // SetStoppedActions sets the StoppedActions field's value. |
| func (s *FleetAttributes) SetStoppedActions(v []*string) *FleetAttributes { |
| s.StoppedActions = v |
| return s |
| } |
| |
| // SetTerminationTime sets the TerminationTime field's value. |
| func (s *FleetAttributes) SetTerminationTime(v time.Time) *FleetAttributes { |
| s.TerminationTime = &v |
| return s |
| } |
| |
| // Current resource capacity settings in a specified fleet or location. The |
| // location value might refer to a fleet's remote location or its home Region. |
| // |
| // Related actions |
| // |
| // DescribeFleetCapacity (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetCapacity.html) |
| // | DescribeFleetLocationCapacity (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeFleetLocationCapacity.html) |
| // | UpdateFleetCapacity (https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateFleetCapacity.html) |
| type FleetCapacity struct { |
| _ struct{} `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift fleet resource and uniquely identifies it. |
| // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. |
| FleetArn *string `type:"string"` |
| |
| // A unique identifier for the fleet associated with the location. |
| FleetId *string `type:"string"` |
| |
| // The current instance count and capacity settings for the fleet location. |
| InstanceCounts *EC2InstanceCounts `type:"structure"` |
| |
| // The Amazon EC2 instance type that is used for all instances in a fleet. The |
| // instance type determines the computing resources in use, including CPU, memory, |
| // storage, and networking capacity. See Amazon Elastic Compute Cloud Instance |
| // Types (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. |
| InstanceType *string `type:"string" enum:"EC2InstanceType"` |
| |
| // The fleet location for the instance count information, expressed as an Amazon |
| // Web Services Region code, such as us-west-2. |
| Location *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s FleetCapacity) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s FleetCapacity) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetArn sets the FleetArn field's value. |
| func (s *FleetCapacity) SetFleetArn(v string) *FleetCapacity { |
| s.FleetArn = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *FleetCapacity) SetFleetId(v string) *FleetCapacity { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetInstanceCounts sets the InstanceCounts field's value. |
| func (s *FleetCapacity) SetInstanceCounts(v *EC2InstanceCounts) *FleetCapacity { |
| s.InstanceCounts = v |
| return s |
| } |
| |
| // SetInstanceType sets the InstanceType field's value. |
| func (s *FleetCapacity) SetInstanceType(v string) *FleetCapacity { |
| s.InstanceType = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *FleetCapacity) SetLocation(v string) *FleetCapacity { |
| s.Location = &v |
| return s |
| } |
| |
| // The specified fleet has no available instances to fulfill a CreateGameSession |
| // request. Clients can retry such requests immediately or after a waiting period. |
| type FleetCapacityExceededException struct { |
| _ struct{} `type:"structure"` |
| RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` |
| |
| Message_ *string `locationName:"Message" min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s FleetCapacityExceededException) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s FleetCapacityExceededException) GoString() string { |
| return s.String() |
| } |
| |
| func newErrorFleetCapacityExceededException(v protocol.ResponseMetadata) error { |
| return &FleetCapacityExceededException{ |
| RespMetadata: v, |
| } |
| } |
| |
| // Code returns the exception type name. |
| func (s *FleetCapacityExceededException) Code() string { |
| return "FleetCapacityExceededException" |
| } |
| |
| // Message returns the exception's message. |
| func (s *FleetCapacityExceededException) Message() string { |
| if s.Message_ != nil { |
| return *s.Message_ |
| } |
| return "" |
| } |
| |
| // OrigErr always returns nil, satisfies awserr.Error interface. |
| func (s *FleetCapacityExceededException) OrigErr() error { |
| return nil |
| } |
| |
| func (s *FleetCapacityExceededException) Error() string { |
| return fmt.Sprintf("%s: %s", s.Code(), s.Message()) |
| } |
| |
| // Status code returns the HTTP status code for the request's response error. |
| func (s *FleetCapacityExceededException) StatusCode() int { |
| return s.RespMetadata.StatusCode |
| } |
| |
| // RequestID returns the service's response RequestID for request. |
| func (s *FleetCapacityExceededException) RequestID() string { |
| return s.RespMetadata.RequestID |
| } |
| |
| // Current resource utilization statistics in a specified fleet or location. |
| // The location value might refer to a fleet's remote location or its home Region. |
| // |
| // Related actions |
| // |
| // DescribeFleetUtilization | DescribeFleetLocationUtilization |
| type FleetUtilization struct { |
| _ struct{} `type:"structure"` |
| |
| // The number of active game sessions that are currently being hosted across |
| // all instances in the fleet location. |
| ActiveGameSessionCount *int64 `type:"integer"` |
| |
| // The number of server processes in ACTIVE status that are currently running |
| // across all instances in the fleet location. |
| ActiveServerProcessCount *int64 `type:"integer"` |
| |
| // The number of active player sessions that are currently being hosted across |
| // all instances in the fleet location. |
| CurrentPlayerSessionCount *int64 `type:"integer"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift fleet resource and uniquely identifies it. |
| // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. |
| FleetArn *string `type:"string"` |
| |
| // A unique identifier for the fleet associated with the location. |
| FleetId *string `type:"string"` |
| |
| // The fleet location for the fleet utilization information, expressed as an |
| // Amazon Web Services Region code, such as us-west-2. |
| Location *string `min:"1" type:"string"` |
| |
| // The maximum number of players allowed across all game sessions that are currently |
| // being hosted across all instances in the fleet location. |
| MaximumPlayerSessionCount *int64 `type:"integer"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s FleetUtilization) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s FleetUtilization) GoString() string { |
| return s.String() |
| } |
| |
| // SetActiveGameSessionCount sets the ActiveGameSessionCount field's value. |
| func (s *FleetUtilization) SetActiveGameSessionCount(v int64) *FleetUtilization { |
| s.ActiveGameSessionCount = &v |
| return s |
| } |
| |
| // SetActiveServerProcessCount sets the ActiveServerProcessCount field's value. |
| func (s *FleetUtilization) SetActiveServerProcessCount(v int64) *FleetUtilization { |
| s.ActiveServerProcessCount = &v |
| return s |
| } |
| |
| // SetCurrentPlayerSessionCount sets the CurrentPlayerSessionCount field's value. |
| func (s *FleetUtilization) SetCurrentPlayerSessionCount(v int64) *FleetUtilization { |
| s.CurrentPlayerSessionCount = &v |
| return s |
| } |
| |
| // SetFleetArn sets the FleetArn field's value. |
| func (s *FleetUtilization) SetFleetArn(v string) *FleetUtilization { |
| s.FleetArn = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *FleetUtilization) SetFleetId(v string) *FleetUtilization { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *FleetUtilization) SetLocation(v string) *FleetUtilization { |
| s.Location = &v |
| return s |
| } |
| |
| // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. |
| func (s *FleetUtilization) SetMaximumPlayerSessionCount(v int64) *FleetUtilization { |
| s.MaximumPlayerSessionCount = &v |
| return s |
| } |
| |
| // Set of key-value pairs that contain information about a game session. When |
| // included in a game session request, these properties communicate details |
| // to be used when setting up the new game session. For example, a game property |
| // might specify a game mode, level, or map. Game properties are passed to the |
| // game server process when initiating a new game session. For more information, |
| // see the GameLift Developer Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create). |
| type GameProperty struct { |
| _ struct{} `type:"structure"` |
| |
| // The game property identifier. |
| // |
| // Key is a required field |
| Key *string `type:"string" required:"true"` |
| |
| // The game property value. |
| // |
| // Value is a required field |
| Value *string `type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameProperty) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameProperty) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *GameProperty) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "GameProperty"} |
| if s.Key == nil { |
| invalidParams.Add(request.NewErrParamRequired("Key")) |
| } |
| if s.Value == nil { |
| invalidParams.Add(request.NewErrParamRequired("Value")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetKey sets the Key field's value. |
| func (s *GameProperty) SetKey(v string) *GameProperty { |
| s.Key = &v |
| return s |
| } |
| |
| // SetValue sets the Value field's value. |
| func (s *GameProperty) SetValue(v string) *GameProperty { |
| s.Value = &v |
| return s |
| } |
| |
| // This data type is used with the GameLift FleetIQ and game server groups. |
| // |
| // Properties describing a game server that is running on an instance in a GameServerGroup. |
| // |
| // A game server is created by a successful call to RegisterGameServer and deleted |
| // by calling DeregisterGameServer. A game server is claimed to host a game |
| // session by calling ClaimGameServer. |
| // |
| // Related actions |
| // |
| // RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer |
| // | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) |
| type GameServer struct { |
| _ struct{} `type:"structure"` |
| |
| // Indicates when an available game server has been reserved for gameplay but |
| // has not yet started hosting a game. Once it is claimed, the game server remains |
| // in CLAIMED status for a maximum of one minute. During this time, game clients |
| // connect to the game server to start the game and trigger the game server |
| // to update its utilization status. After one minute, the game server claim |
| // status reverts to null. |
| ClaimStatus *string `type:"string" enum:"GameServerClaimStatus"` |
| |
| // The port and IP address that must be used to establish a client connection |
| // to the game server. |
| ConnectionInfo *string `min:"1" type:"string"` |
| |
| // A set of custom game server properties, formatted as a single string value. |
| // This data is passed to a game client or service when it requests information |
| // on game servers using ListGameServers or ClaimGameServer. |
| GameServerData *string `min:"1" type:"string"` |
| |
| // The ARN identifier for the game server group where the game server is located. |
| GameServerGroupArn *string `min:"1" type:"string"` |
| |
| // A unique identifier for the game server group where the game server is running. |
| // Use either the GameServerGroup name or ARN value. |
| GameServerGroupName *string `min:"1" type:"string"` |
| |
| // A custom string that uniquely identifies the game server. Game server IDs |
| // are developer-defined and are unique across all game server groups in an |
| // Amazon Web Services account. |
| GameServerId *string `min:"3" type:"string"` |
| |
| // The unique identifier for the instance where the game server is running. |
| // This ID is available in the instance metadata. EC2 instance IDs use a 17-character |
| // format, for example: i-1234567890abcdef0. |
| InstanceId *string `min:"19" type:"string"` |
| |
| // Timestamp that indicates the last time the game server was claimed with a |
| // ClaimGameServer request. The format is a number expressed in Unix time as |
| // milliseconds (for example "1469498468.057"). This value is used to calculate |
| // when a claimed game server's status should revert to null. |
| LastClaimTime *time.Time `type:"timestamp"` |
| |
| // Timestamp that indicates the last time the game server was updated with health |
| // status using an UpdateGameServer request. The format is a number expressed |
| // in Unix time as milliseconds (for example "1469498468.057"). After game server |
| // registration, this property is only changed when a game server update specifies |
| // a health check value. |
| LastHealthCheckTime *time.Time `type:"timestamp"` |
| |
| // Timestamp that indicates when the game server was created with a RegisterGameServer |
| // request. The format is a number expressed in Unix time as milliseconds (for |
| // example "1469498468.057"). |
| RegistrationTime *time.Time `type:"timestamp"` |
| |
| // Indicates whether the game server is currently available for new games or |
| // is busy. Possible statuses include: |
| // |
| // * AVAILABLE - The game server is available to be claimed. A game server |
| // that has been claimed remains in this status until it reports game hosting |
| // activity. |
| // |
| // * UTILIZED - The game server is currently hosting a game session with |
| // players. |
| UtilizationStatus *string `type:"string" enum:"GameServerUtilizationStatus"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameServer) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameServer) GoString() string { |
| return s.String() |
| } |
| |
| // SetClaimStatus sets the ClaimStatus field's value. |
| func (s *GameServer) SetClaimStatus(v string) *GameServer { |
| s.ClaimStatus = &v |
| return s |
| } |
| |
| // SetConnectionInfo sets the ConnectionInfo field's value. |
| func (s *GameServer) SetConnectionInfo(v string) *GameServer { |
| s.ConnectionInfo = &v |
| return s |
| } |
| |
| // SetGameServerData sets the GameServerData field's value. |
| func (s *GameServer) SetGameServerData(v string) *GameServer { |
| s.GameServerData = &v |
| return s |
| } |
| |
| // SetGameServerGroupArn sets the GameServerGroupArn field's value. |
| func (s *GameServer) SetGameServerGroupArn(v string) *GameServer { |
| s.GameServerGroupArn = &v |
| return s |
| } |
| |
| // SetGameServerGroupName sets the GameServerGroupName field's value. |
| func (s *GameServer) SetGameServerGroupName(v string) *GameServer { |
| s.GameServerGroupName = &v |
| return s |
| } |
| |
| // SetGameServerId sets the GameServerId field's value. |
| func (s *GameServer) SetGameServerId(v string) *GameServer { |
| s.GameServerId = &v |
| return s |
| } |
| |
| // SetInstanceId sets the InstanceId field's value. |
| func (s *GameServer) SetInstanceId(v string) *GameServer { |
| s.InstanceId = &v |
| return s |
| } |
| |
| // SetLastClaimTime sets the LastClaimTime field's value. |
| func (s *GameServer) SetLastClaimTime(v time.Time) *GameServer { |
| s.LastClaimTime = &v |
| return s |
| } |
| |
| // SetLastHealthCheckTime sets the LastHealthCheckTime field's value. |
| func (s *GameServer) SetLastHealthCheckTime(v time.Time) *GameServer { |
| s.LastHealthCheckTime = &v |
| return s |
| } |
| |
| // SetRegistrationTime sets the RegistrationTime field's value. |
| func (s *GameServer) SetRegistrationTime(v time.Time) *GameServer { |
| s.RegistrationTime = &v |
| return s |
| } |
| |
| // SetUtilizationStatus sets the UtilizationStatus field's value. |
| func (s *GameServer) SetUtilizationStatus(v string) *GameServer { |
| s.UtilizationStatus = &v |
| return s |
| } |
| |
| // This data type is used with the GameLift FleetIQ and game server groups. |
| // |
| // Properties that describe a game server group resource. A game server group |
| // manages certain properties related to a corresponding Amazon EC2 Auto Scaling |
| // group. |
| // |
| // A game server group is created by a successful call to CreateGameServerGroup |
| // and deleted by calling DeleteGameServerGroup. Game server group activity |
| // can be temporarily suspended and resumed by calling SuspendGameServerGroup |
| // and ResumeGameServerGroup, respectively. |
| // |
| // Related actions |
| // |
| // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | |
| // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup |
| // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) |
| type GameServerGroup struct { |
| _ struct{} `type:"structure"` |
| |
| // A generated unique ID for the Amazon EC2 Auto Scaling group that is associated |
| // with this game server group. |
| AutoScalingGroupArn *string `type:"string"` |
| |
| // Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand |
| // Instances in the game server group. Method options include the following: |
| // |
| // * SPOT_ONLY - Only Spot Instances are used in the game server group. If |
| // Spot Instances are unavailable or not viable for game hosting, the game |
| // server group provides no hosting capacity until Spot Instances can again |
| // be used. Until then, no new instances are started, and the existing nonviable |
| // Spot Instances are terminated (after current gameplay ends) and are not |
| // replaced. |
| // |
| // * SPOT_PREFERRED - (default value) Spot Instances are used whenever available |
| // in the game server group. If Spot Instances are unavailable, the game |
| // server group continues to provide hosting capacity by falling back to |
| // On-Demand Instances. Existing nonviable Spot Instances are terminated |
| // (after current gameplay ends) and are replaced with new On-Demand Instances. |
| // |
| // * ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server |
| // group. No Spot Instances are used, even when available, while this balancing |
| // strategy is in force. |
| BalancingStrategy *string `type:"string" enum:"BalancingStrategy"` |
| |
| // A time stamp indicating when this data object was created. Format is a number |
| // expressed in Unix time as milliseconds (for example "1469498468.057"). |
| CreationTime *time.Time `type:"timestamp"` |
| |
| // A generated unique ID for the game server group. |
| GameServerGroupArn *string `min:"1" type:"string"` |
| |
| // A developer-defined identifier for the game server group. The name is unique |
| // for each Region in each Amazon Web Services account. |
| GameServerGroupName *string `min:"1" type:"string"` |
| |
| // A flag that indicates whether instances in the game server group are protected |
| // from early termination. Unprotected instances that have active game servers |
| // running might be terminated during a scale-down event, causing players to |
| // be dropped from the game. Protected instances cannot be terminated while |
| // there are active game servers running except in the event of a forced game |
| // server group deletion (see ). An exception to this is with Spot Instances, |
| // which can be terminated by Amazon Web Services regardless of protection status. |
| GameServerProtectionPolicy *string `type:"string" enum:"GameServerProtectionPolicy"` |
| |
| // The set of Amazon EC2 instance types that GameLift FleetIQ can use when balancing |
| // and automatically scaling instances in the corresponding Auto Scaling group. |
| InstanceDefinitions []*InstanceDefinition `min:"2" type:"list"` |
| |
| // A timestamp that indicates when this game server group was last updated. |
| LastUpdatedTime *time.Time `type:"timestamp"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto |
| // Scaling groups. |
| RoleArn *string `min:"1" type:"string"` |
| |
| // The current status of the game server group. Possible statuses include: |
| // |
| // * NEW - GameLift FleetIQ has validated the CreateGameServerGroup() request. |
| // |
| // * ACTIVATING - GameLift FleetIQ is setting up a game server group, which |
| // includes creating an Auto Scaling group in your Amazon Web Services account. |
| // |
| // * ACTIVE - The game server group has been successfully created. |
| // |
| // * DELETE_SCHEDULED - A request to delete the game server group has been |
| // received. |
| // |
| // * DELETING - GameLift FleetIQ has received a valid DeleteGameServerGroup() |
| // request and is processing it. GameLift FleetIQ must first complete and |
| // release hosts before it deletes the Auto Scaling group and the game server |
| // group. |
| // |
| // * DELETED - The game server group has been successfully deleted. |
| // |
| // * ERROR - The asynchronous processes of activating or deleting a game |
| // server group has failed, resulting in an error state. |
| Status *string `type:"string" enum:"GameServerGroupStatus"` |
| |
| // Additional information about the current game server group status. This information |
| // might provide additional insight on groups that are in ERROR status. |
| StatusReason *string `min:"1" type:"string"` |
| |
| // A list of activities that are currently suspended for this game server group. |
| // If this property is empty, all activities are occurring. |
| SuspendedActions []*string `min:"1" type:"list" enum:"GameServerGroupAction"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameServerGroup) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameServerGroup) GoString() string { |
| return s.String() |
| } |
| |
| // SetAutoScalingGroupArn sets the AutoScalingGroupArn field's value. |
| func (s *GameServerGroup) SetAutoScalingGroupArn(v string) *GameServerGroup { |
| s.AutoScalingGroupArn = &v |
| return s |
| } |
| |
| // SetBalancingStrategy sets the BalancingStrategy field's value. |
| func (s *GameServerGroup) SetBalancingStrategy(v string) *GameServerGroup { |
| s.BalancingStrategy = &v |
| return s |
| } |
| |
| // SetCreationTime sets the CreationTime field's value. |
| func (s *GameServerGroup) SetCreationTime(v time.Time) *GameServerGroup { |
| s.CreationTime = &v |
| return s |
| } |
| |
| // SetGameServerGroupArn sets the GameServerGroupArn field's value. |
| func (s *GameServerGroup) SetGameServerGroupArn(v string) *GameServerGroup { |
| s.GameServerGroupArn = &v |
| return s |
| } |
| |
| // SetGameServerGroupName sets the GameServerGroupName field's value. |
| func (s *GameServerGroup) SetGameServerGroupName(v string) *GameServerGroup { |
| s.GameServerGroupName = &v |
| return s |
| } |
| |
| // SetGameServerProtectionPolicy sets the GameServerProtectionPolicy field's value. |
| func (s *GameServerGroup) SetGameServerProtectionPolicy(v string) *GameServerGroup { |
| s.GameServerProtectionPolicy = &v |
| return s |
| } |
| |
| // SetInstanceDefinitions sets the InstanceDefinitions field's value. |
| func (s *GameServerGroup) SetInstanceDefinitions(v []*InstanceDefinition) *GameServerGroup { |
| s.InstanceDefinitions = v |
| return s |
| } |
| |
| // SetLastUpdatedTime sets the LastUpdatedTime field's value. |
| func (s *GameServerGroup) SetLastUpdatedTime(v time.Time) *GameServerGroup { |
| s.LastUpdatedTime = &v |
| return s |
| } |
| |
| // SetRoleArn sets the RoleArn field's value. |
| func (s *GameServerGroup) SetRoleArn(v string) *GameServerGroup { |
| s.RoleArn = &v |
| return s |
| } |
| |
| // SetStatus sets the Status field's value. |
| func (s *GameServerGroup) SetStatus(v string) *GameServerGroup { |
| s.Status = &v |
| return s |
| } |
| |
| // SetStatusReason sets the StatusReason field's value. |
| func (s *GameServerGroup) SetStatusReason(v string) *GameServerGroup { |
| s.StatusReason = &v |
| return s |
| } |
| |
| // SetSuspendedActions sets the SuspendedActions field's value. |
| func (s *GameServerGroup) SetSuspendedActions(v []*string) *GameServerGroup { |
| s.SuspendedActions = v |
| return s |
| } |
| |
| // This data type is used with the GameLift FleetIQ and game server groups. |
| // |
| // Configuration settings for intelligent automatic scaling that uses target |
| // tracking. These settings are used to add an Auto Scaling policy when creating |
| // the corresponding Auto Scaling group with CreateGameServerGroup. After the |
| // Auto Scaling group is created, all updates to Auto Scaling policies, including |
| // changing this policy and adding or removing other policies, is done directly |
| // on the Auto Scaling group. |
| type GameServerGroupAutoScalingPolicy struct { |
| _ struct{} `type:"structure"` |
| |
| // Length of time, in seconds, it takes for a new instance to start new game |
| // server processes and register with GameLift FleetIQ. Specifying a warm-up |
| // time can be useful, particularly with game servers that take a long time |
| // to start up, because it avoids prematurely starting new instances. |
| EstimatedInstanceWarmup *int64 `min:"1" type:"integer"` |
| |
| // Settings for a target-based scaling policy applied to Auto Scaling group. |
| // These settings are used to create a target-based policy that tracks the GameLift |
| // FleetIQ metric "PercentUtilizedGameServers" and specifies a target value |
| // for the metric. As player usage changes, the policy triggers to adjust the |
| // game server group capacity so that the metric returns to the target value. |
| // |
| // TargetTrackingConfiguration is a required field |
| TargetTrackingConfiguration *TargetTrackingConfiguration `type:"structure" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameServerGroupAutoScalingPolicy) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameServerGroupAutoScalingPolicy) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *GameServerGroupAutoScalingPolicy) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "GameServerGroupAutoScalingPolicy"} |
| if s.EstimatedInstanceWarmup != nil && *s.EstimatedInstanceWarmup < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("EstimatedInstanceWarmup", 1)) |
| } |
| if s.TargetTrackingConfiguration == nil { |
| invalidParams.Add(request.NewErrParamRequired("TargetTrackingConfiguration")) |
| } |
| if s.TargetTrackingConfiguration != nil { |
| if err := s.TargetTrackingConfiguration.Validate(); err != nil { |
| invalidParams.AddNested("TargetTrackingConfiguration", err.(request.ErrInvalidParams)) |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetEstimatedInstanceWarmup sets the EstimatedInstanceWarmup field's value. |
| func (s *GameServerGroupAutoScalingPolicy) SetEstimatedInstanceWarmup(v int64) *GameServerGroupAutoScalingPolicy { |
| s.EstimatedInstanceWarmup = &v |
| return s |
| } |
| |
| // SetTargetTrackingConfiguration sets the TargetTrackingConfiguration field's value. |
| func (s *GameServerGroupAutoScalingPolicy) SetTargetTrackingConfiguration(v *TargetTrackingConfiguration) *GameServerGroupAutoScalingPolicy { |
| s.TargetTrackingConfiguration = v |
| return s |
| } |
| |
| // This data type is used with the GameLift FleetIQ and game server groups. |
| // |
| // Additional properties, including status, that describe an EC2 instance in |
| // a game server group. Instance configurations are set with game server group |
| // properties (see DescribeGameServerGroup and with the EC2 launch template |
| // that was used when creating the game server group. |
| // |
| // Retrieve game server instances for a game server group by calling DescribeGameServerInstances. |
| // |
| // Related actions |
| // |
| // CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | |
| // UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup |
| // | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) |
| type GameServerInstance struct { |
| _ struct{} `type:"structure"` |
| |
| // A generated unique identifier for the game server group that includes the |
| // game server instance. |
| GameServerGroupArn *string `min:"1" type:"string"` |
| |
| // A developer-defined identifier for the game server group that includes the |
| // game server instance. The name is unique for each Region in each Amazon Web |
| // Services account. |
| GameServerGroupName *string `min:"1" type:"string"` |
| |
| // The unique identifier for the instance where the game server is running. |
| // This ID is available in the instance metadata. EC2 instance IDs use a 17-character |
| // format, for example: i-1234567890abcdef0. |
| InstanceId *string `min:"19" type:"string"` |
| |
| // Current status of the game server instance. |
| // |
| // * ACTIVE -- The instance is viable for hosting game servers. |
| // |
| // * DRAINING -- The instance is not viable for hosting game servers. Existing |
| // game servers are in the process of ending, and new game servers are not |
| // started on this instance unless no other resources are available. When |
| // the instance is put in DRAINING, a new instance is started up to replace |
| // it. Once the instance has no UTILIZED game servers, it will be terminated |
| // in favor of the new instance. |
| // |
| // * SPOT_TERMINATING -- The instance is in the process of shutting down |
| // due to a Spot instance interruption. No new game servers are started on |
| // this instance. |
| InstanceStatus *string `type:"string" enum:"GameServerInstanceStatus"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameServerInstance) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameServerInstance) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameServerGroupArn sets the GameServerGroupArn field's value. |
| func (s *GameServerInstance) SetGameServerGroupArn(v string) *GameServerInstance { |
| s.GameServerGroupArn = &v |
| return s |
| } |
| |
| // SetGameServerGroupName sets the GameServerGroupName field's value. |
| func (s *GameServerInstance) SetGameServerGroupName(v string) *GameServerInstance { |
| s.GameServerGroupName = &v |
| return s |
| } |
| |
| // SetInstanceId sets the InstanceId field's value. |
| func (s *GameServerInstance) SetInstanceId(v string) *GameServerInstance { |
| s.InstanceId = &v |
| return s |
| } |
| |
| // SetInstanceStatus sets the InstanceStatus field's value. |
| func (s *GameServerInstance) SetInstanceStatus(v string) *GameServerInstance { |
| s.InstanceStatus = &v |
| return s |
| } |
| |
| // Properties describing a game session. |
| // |
| // A game session in ACTIVE status can host players. When a game session ends, |
| // its status is set to TERMINATED. |
| // |
| // Once the session ends, the game session object is retained for 30 days. This |
| // means you can reuse idempotency token values after this time. Game session |
| // logs are retained for 14 days. |
| // |
| // Related actions |
| // |
| // CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions |
| // | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | |
| // DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| type GameSession struct { |
| _ struct{} `type:"structure"` |
| |
| // A time stamp indicating when this data object was created. Format is a number |
| // expressed in Unix time as milliseconds (for example "1469498468.057"). |
| CreationTime *time.Time `type:"timestamp"` |
| |
| // A unique identifier for a player. This ID is used to enforce a resource protection |
| // policy (if one exists), that limits the number of game sessions a player |
| // can create. |
| CreatorId *string `min:"1" type:"string"` |
| |
| // Number of players currently in the game session. |
| CurrentPlayerSessionCount *int64 `type:"integer"` |
| |
| // The DNS identifier assigned to the instance that is running the game session. |
| // Values have the following format: |
| // |
| // * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. |
| // |
| // * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. |
| // (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) |
| // |
| // When connecting to a game session that is running on a TLS-enabled fleet, |
| // you must use the DNS name, not the IP address. |
| DnsName *string `type:"string"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // associated with the GameLift fleet that this game session is running on. |
| FleetArn *string `type:"string"` |
| |
| // A unique identifier for the fleet that the game session is running on. |
| FleetId *string `type:"string"` |
| |
| // A set of custom properties for a game session, formatted as key:value pairs. |
| // These properties are passed to a game server process in the GameSession object |
| // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). |
| // You can search for active game sessions based on this custom data with SearchGameSessions. |
| GameProperties []*GameProperty `type:"list"` |
| |
| // A set of custom game session properties, formatted as a single string value. |
| // This data is passed to a game server process in the GameSession object with |
| // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). |
| GameSessionData *string `min:"1" type:"string"` |
| |
| // A unique identifier for the game session. A game session ARN has the following |
| // format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string |
| // or idempotency token>. |
| GameSessionId *string `min:"1" type:"string"` |
| |
| // The IP address of the game session. To connect to a GameLift game server, |
| // an app needs both the IP address and port number. |
| IpAddress *string `min:"1" type:"string"` |
| |
| // The fleet location where the game session is running. This value might specify |
| // the fleet's home Region or a remote location. Location is expressed as an |
| // Amazon Web Services Region code such as us-west-2. |
| Location *string `min:"1" type:"string"` |
| |
| // Information about the matchmaking process that was used to create the game |
| // session. It is in JSON syntax, formatted as a string. In addition the matchmaking |
| // configuration used, it contains data on all players assigned to the match, |
| // including player attributes and team assignments. For more details on matchmaker |
| // data, see Match Data (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data). |
| // Matchmaker data is useful when requesting match backfills, and is updated |
| // whenever new players are added during a successful backfill (see StartMatchBackfill |
| // (https://docs.aws.amazon.com/gamelift/latest/apireference/API_StartMatchBackfill.html)). |
| MatchmakerData *string `min:"1" type:"string"` |
| |
| // The maximum number of players that can be connected simultaneously to the |
| // game session. |
| MaximumPlayerSessionCount *int64 `type:"integer"` |
| |
| // A descriptive label that is associated with a game session. Session names |
| // do not need to be unique. |
| Name *string `min:"1" type:"string"` |
| |
| // Indicates whether or not the game session is accepting new players. |
| PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"` |
| |
| // The port number for the game session. To connect to a GameLift game server, |
| // an app needs both the IP address and port number. |
| Port *int64 `min:"1" type:"integer"` |
| |
| // Current status of the game session. A game session must have an ACTIVE status |
| // to have player sessions. |
| Status *string `type:"string" enum:"GameSessionStatus"` |
| |
| // Provides additional information about game session status. INTERRUPTED indicates |
| // that the game session was hosted on a spot instance that was reclaimed, causing |
| // the active game session to be terminated. |
| StatusReason *string `type:"string" enum:"GameSessionStatusReason"` |
| |
| // A time stamp indicating when this data object was terminated. Format is a |
| // number expressed in Unix time as milliseconds (for example "1469498468.057"). |
| TerminationTime *time.Time `type:"timestamp"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameSession) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameSession) GoString() string { |
| return s.String() |
| } |
| |
| // SetCreationTime sets the CreationTime field's value. |
| func (s *GameSession) SetCreationTime(v time.Time) *GameSession { |
| s.CreationTime = &v |
| return s |
| } |
| |
| // SetCreatorId sets the CreatorId field's value. |
| func (s *GameSession) SetCreatorId(v string) *GameSession { |
| s.CreatorId = &v |
| return s |
| } |
| |
| // SetCurrentPlayerSessionCount sets the CurrentPlayerSessionCount field's value. |
| func (s *GameSession) SetCurrentPlayerSessionCount(v int64) *GameSession { |
| s.CurrentPlayerSessionCount = &v |
| return s |
| } |
| |
| // SetDnsName sets the DnsName field's value. |
| func (s *GameSession) SetDnsName(v string) *GameSession { |
| s.DnsName = &v |
| return s |
| } |
| |
| // SetFleetArn sets the FleetArn field's value. |
| func (s *GameSession) SetFleetArn(v string) *GameSession { |
| s.FleetArn = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *GameSession) SetFleetId(v string) *GameSession { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetGameProperties sets the GameProperties field's value. |
| func (s *GameSession) SetGameProperties(v []*GameProperty) *GameSession { |
| s.GameProperties = v |
| return s |
| } |
| |
| // SetGameSessionData sets the GameSessionData field's value. |
| func (s *GameSession) SetGameSessionData(v string) *GameSession { |
| s.GameSessionData = &v |
| return s |
| } |
| |
| // SetGameSessionId sets the GameSessionId field's value. |
| func (s *GameSession) SetGameSessionId(v string) *GameSession { |
| s.GameSessionId = &v |
| return s |
| } |
| |
| // SetIpAddress sets the IpAddress field's value. |
| func (s *GameSession) SetIpAddress(v string) *GameSession { |
| s.IpAddress = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *GameSession) SetLocation(v string) *GameSession { |
| s.Location = &v |
| return s |
| } |
| |
| // SetMatchmakerData sets the MatchmakerData field's value. |
| func (s *GameSession) SetMatchmakerData(v string) *GameSession { |
| s.MatchmakerData = &v |
| return s |
| } |
| |
| // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. |
| func (s *GameSession) SetMaximumPlayerSessionCount(v int64) *GameSession { |
| s.MaximumPlayerSessionCount = &v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *GameSession) SetName(v string) *GameSession { |
| s.Name = &v |
| return s |
| } |
| |
| // SetPlayerSessionCreationPolicy sets the PlayerSessionCreationPolicy field's value. |
| func (s *GameSession) SetPlayerSessionCreationPolicy(v string) *GameSession { |
| s.PlayerSessionCreationPolicy = &v |
| return s |
| } |
| |
| // SetPort sets the Port field's value. |
| func (s *GameSession) SetPort(v int64) *GameSession { |
| s.Port = &v |
| return s |
| } |
| |
| // SetStatus sets the Status field's value. |
| func (s *GameSession) SetStatus(v string) *GameSession { |
| s.Status = &v |
| return s |
| } |
| |
| // SetStatusReason sets the StatusReason field's value. |
| func (s *GameSession) SetStatusReason(v string) *GameSession { |
| s.StatusReason = &v |
| return s |
| } |
| |
| // SetTerminationTime sets the TerminationTime field's value. |
| func (s *GameSession) SetTerminationTime(v time.Time) *GameSession { |
| s.TerminationTime = &v |
| return s |
| } |
| |
| // Connection information for a new game session that is created in response |
| // to a StartMatchmaking request. Once a match is made, the FlexMatch engine |
| // creates a new game session for it. This information, including the game session |
| // endpoint and player sessions for each player in the original matchmaking |
| // request, is added to the MatchmakingTicket, which can be retrieved by calling |
| // DescribeMatchmaking. |
| type GameSessionConnectionInfo struct { |
| _ struct{} `type:"structure"` |
| |
| // The DNS identifier assigned to the instance that is running the game session. |
| // Values have the following format: |
| // |
| // * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. |
| // |
| // * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. |
| // (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) |
| // |
| // When connecting to a game session that is running on a TLS-enabled fleet, |
| // you must use the DNS name, not the IP address. |
| DnsName *string `type:"string"` |
| |
| // A unique identifier for the game session. Use the game session ID. |
| GameSessionArn *string `min:"1" type:"string"` |
| |
| // The IP address of the game session. To connect to a GameLift game server, |
| // an app needs both the IP address and port number. |
| IpAddress *string `type:"string"` |
| |
| // A collection of player session IDs, one for each player ID that was included |
| // in the original matchmaking request. |
| MatchedPlayerSessions []*MatchedPlayerSession `type:"list"` |
| |
| // The port number for the game session. To connect to a GameLift game server, |
| // an app needs both the IP address and port number. |
| Port *int64 `min:"1" type:"integer"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameSessionConnectionInfo) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameSessionConnectionInfo) GoString() string { |
| return s.String() |
| } |
| |
| // SetDnsName sets the DnsName field's value. |
| func (s *GameSessionConnectionInfo) SetDnsName(v string) *GameSessionConnectionInfo { |
| s.DnsName = &v |
| return s |
| } |
| |
| // SetGameSessionArn sets the GameSessionArn field's value. |
| func (s *GameSessionConnectionInfo) SetGameSessionArn(v string) *GameSessionConnectionInfo { |
| s.GameSessionArn = &v |
| return s |
| } |
| |
| // SetIpAddress sets the IpAddress field's value. |
| func (s *GameSessionConnectionInfo) SetIpAddress(v string) *GameSessionConnectionInfo { |
| s.IpAddress = &v |
| return s |
| } |
| |
| // SetMatchedPlayerSessions sets the MatchedPlayerSessions field's value. |
| func (s *GameSessionConnectionInfo) SetMatchedPlayerSessions(v []*MatchedPlayerSession) *GameSessionConnectionInfo { |
| s.MatchedPlayerSessions = v |
| return s |
| } |
| |
| // SetPort sets the Port field's value. |
| func (s *GameSessionConnectionInfo) SetPort(v int64) *GameSessionConnectionInfo { |
| s.Port = &v |
| return s |
| } |
| |
| // A game session's properties plus the protection policy currently in force. |
| type GameSessionDetail struct { |
| _ struct{} `type:"structure"` |
| |
| // Object that describes a game session. |
| GameSession *GameSession `type:"structure"` |
| |
| // Current status of protection for the game session. |
| // |
| // * NoProtection -- The game session can be terminated during a scale-down |
| // event. |
| // |
| // * FullProtection -- If the game session is in an ACTIVE status, it cannot |
| // be terminated during a scale-down event. |
| ProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameSessionDetail) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameSessionDetail) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameSession sets the GameSession field's value. |
| func (s *GameSessionDetail) SetGameSession(v *GameSession) *GameSessionDetail { |
| s.GameSession = v |
| return s |
| } |
| |
| // SetProtectionPolicy sets the ProtectionPolicy field's value. |
| func (s *GameSessionDetail) SetProtectionPolicy(v string) *GameSessionDetail { |
| s.ProtectionPolicy = &v |
| return s |
| } |
| |
| // The game instance is currently full and cannot allow the requested player(s) |
| // to join. Clients can retry such requests immediately or after a waiting period. |
| type GameSessionFullException struct { |
| _ struct{} `type:"structure"` |
| RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` |
| |
| Message_ *string `locationName:"Message" min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameSessionFullException) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameSessionFullException) GoString() string { |
| return s.String() |
| } |
| |
| func newErrorGameSessionFullException(v protocol.ResponseMetadata) error { |
| return &GameSessionFullException{ |
| RespMetadata: v, |
| } |
| } |
| |
| // Code returns the exception type name. |
| func (s *GameSessionFullException) Code() string { |
| return "GameSessionFullException" |
| } |
| |
| // Message returns the exception's message. |
| func (s *GameSessionFullException) Message() string { |
| if s.Message_ != nil { |
| return *s.Message_ |
| } |
| return "" |
| } |
| |
| // OrigErr always returns nil, satisfies awserr.Error interface. |
| func (s *GameSessionFullException) OrigErr() error { |
| return nil |
| } |
| |
| func (s *GameSessionFullException) Error() string { |
| return fmt.Sprintf("%s: %s", s.Code(), s.Message()) |
| } |
| |
| // Status code returns the HTTP status code for the request's response error. |
| func (s *GameSessionFullException) StatusCode() int { |
| return s.RespMetadata.StatusCode |
| } |
| |
| // RequestID returns the service's response RequestID for request. |
| func (s *GameSessionFullException) RequestID() string { |
| return s.RespMetadata.RequestID |
| } |
| |
| // Object that describes a StartGameSessionPlacement request. This object includes |
| // the full details of the original request plus the current status and start/end |
| // time stamps. |
| // |
| // Game session placement-related operations include: |
| // |
| // * StartGameSessionPlacement |
| // |
| // * DescribeGameSessionPlacement |
| // |
| // * StopGameSessionPlacement |
| type GameSessionPlacement struct { |
| _ struct{} `type:"structure"` |
| |
| // The DNS identifier assigned to the instance that is running the game session. |
| // Values have the following format: |
| // |
| // * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. |
| // |
| // * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. |
| // (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) |
| // |
| // When connecting to a game session that is running on a TLS-enabled fleet, |
| // you must use the DNS name, not the IP address. |
| DnsName *string `type:"string"` |
| |
| // Time stamp indicating when this request was completed, canceled, or timed |
| // out. |
| EndTime *time.Time `type:"timestamp"` |
| |
| // A set of custom properties for a game session, formatted as key:value pairs. |
| // These properties are passed to a game server process in the GameSession object |
| // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). |
| GameProperties []*GameProperty `type:"list"` |
| |
| // Identifier for the game session created by this placement request. This value |
| // is set once the new game session is placed (placement status is FULFILLED). |
| // This identifier is unique across all Regions. You can use this value as a |
| // GameSessionId value as needed. |
| GameSessionArn *string `min:"1" type:"string"` |
| |
| // A set of custom game session properties, formatted as a single string value. |
| // This data is passed to a game server process in the GameSession object with |
| // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). |
| GameSessionData *string `min:"1" type:"string"` |
| |
| // A unique identifier for the game session. This value is set once the new |
| // game session is placed (placement status is FULFILLED). |
| GameSessionId *string `min:"1" type:"string"` |
| |
| // A descriptive label that is associated with a game session. Session names |
| // do not need to be unique. |
| GameSessionName *string `min:"1" type:"string"` |
| |
| // A descriptive label that is associated with game session queue. Queue names |
| // must be unique within each Region. |
| GameSessionQueueName *string `min:"1" type:"string"` |
| |
| // Name of the Region where the game session created by this placement request |
| // is running. This value is set once the new game session is placed (placement |
| // status is FULFILLED). |
| GameSessionRegion *string `min:"1" type:"string"` |
| |
| // The IP address of the game session. To connect to a GameLift game server, |
| // an app needs both the IP address and port number. This value is set once |
| // the new game session is placed (placement status is FULFILLED). |
| IpAddress *string `min:"1" type:"string"` |
| |
| // Information on the matchmaking process for this game. Data is in JSON syntax, |
| // formatted as a string. It identifies the matchmaking configuration used to |
| // create the match, and contains data on all players assigned to the match, |
| // including player attributes and team assignments. For more details on matchmaker |
| // data, see Match Data (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data). |
| MatchmakerData *string `min:"1" type:"string"` |
| |
| // The maximum number of players that can be connected simultaneously to the |
| // game session. |
| MaximumPlayerSessionCount *int64 `type:"integer"` |
| |
| // A collection of information on player sessions created in response to the |
| // game session placement request. These player sessions are created only once |
| // a new game session is successfully placed (placement status is FULFILLED). |
| // This information includes the player ID (as provided in the placement request) |
| // and the corresponding player session ID. Retrieve full player sessions by |
| // calling DescribePlayerSessions with the player session ID. |
| PlacedPlayerSessions []*PlacedPlayerSession `type:"list"` |
| |
| // A unique identifier for a game session placement. |
| PlacementId *string `min:"1" type:"string"` |
| |
| // A set of values, expressed in milliseconds, that indicates the amount of |
| // latency that a player experiences when connected to @aws; Regions. |
| PlayerLatencies []*PlayerLatency `type:"list"` |
| |
| // The port number for the game session. To connect to a GameLift game server, |
| // an app needs both the IP address and port number. This value is set once |
| // the new game session is placed (placement status is FULFILLED). |
| Port *int64 `min:"1" type:"integer"` |
| |
| // Time stamp indicating when this request was placed in the queue. Format is |
| // a number expressed in Unix time as milliseconds (for example "1469498468.057"). |
| StartTime *time.Time `type:"timestamp"` |
| |
| // Current status of the game session placement request. |
| // |
| // * PENDING -- The placement request is currently in the queue waiting to |
| // be processed. |
| // |
| // * FULFILLED -- A new game session and player sessions (if requested) have |
| // been successfully created. Values for GameSessionArn and GameSessionRegion |
| // are available. |
| // |
| // * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement. |
| // |
| // * TIMED_OUT -- A new game session was not successfully created before |
| // the time limit expired. You can resubmit the placement request as needed. |
| // |
| // * FAILED -- GameLift is not able to complete the process of placing the |
| // game session. Common reasons are the game session terminated before the |
| // placement process was completed, or an unexpected internal error. |
| Status *string `type:"string" enum:"GameSessionPlacementState"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameSessionPlacement) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameSessionPlacement) GoString() string { |
| return s.String() |
| } |
| |
| // SetDnsName sets the DnsName field's value. |
| func (s *GameSessionPlacement) SetDnsName(v string) *GameSessionPlacement { |
| s.DnsName = &v |
| return s |
| } |
| |
| // SetEndTime sets the EndTime field's value. |
| func (s *GameSessionPlacement) SetEndTime(v time.Time) *GameSessionPlacement { |
| s.EndTime = &v |
| return s |
| } |
| |
| // SetGameProperties sets the GameProperties field's value. |
| func (s *GameSessionPlacement) SetGameProperties(v []*GameProperty) *GameSessionPlacement { |
| s.GameProperties = v |
| return s |
| } |
| |
| // SetGameSessionArn sets the GameSessionArn field's value. |
| func (s *GameSessionPlacement) SetGameSessionArn(v string) *GameSessionPlacement { |
| s.GameSessionArn = &v |
| return s |
| } |
| |
| // SetGameSessionData sets the GameSessionData field's value. |
| func (s *GameSessionPlacement) SetGameSessionData(v string) *GameSessionPlacement { |
| s.GameSessionData = &v |
| return s |
| } |
| |
| // SetGameSessionId sets the GameSessionId field's value. |
| func (s *GameSessionPlacement) SetGameSessionId(v string) *GameSessionPlacement { |
| s.GameSessionId = &v |
| return s |
| } |
| |
| // SetGameSessionName sets the GameSessionName field's value. |
| func (s *GameSessionPlacement) SetGameSessionName(v string) *GameSessionPlacement { |
| s.GameSessionName = &v |
| return s |
| } |
| |
| // SetGameSessionQueueName sets the GameSessionQueueName field's value. |
| func (s *GameSessionPlacement) SetGameSessionQueueName(v string) *GameSessionPlacement { |
| s.GameSessionQueueName = &v |
| return s |
| } |
| |
| // SetGameSessionRegion sets the GameSessionRegion field's value. |
| func (s *GameSessionPlacement) SetGameSessionRegion(v string) *GameSessionPlacement { |
| s.GameSessionRegion = &v |
| return s |
| } |
| |
| // SetIpAddress sets the IpAddress field's value. |
| func (s *GameSessionPlacement) SetIpAddress(v string) *GameSessionPlacement { |
| s.IpAddress = &v |
| return s |
| } |
| |
| // SetMatchmakerData sets the MatchmakerData field's value. |
| func (s *GameSessionPlacement) SetMatchmakerData(v string) *GameSessionPlacement { |
| s.MatchmakerData = &v |
| return s |
| } |
| |
| // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. |
| func (s *GameSessionPlacement) SetMaximumPlayerSessionCount(v int64) *GameSessionPlacement { |
| s.MaximumPlayerSessionCount = &v |
| return s |
| } |
| |
| // SetPlacedPlayerSessions sets the PlacedPlayerSessions field's value. |
| func (s *GameSessionPlacement) SetPlacedPlayerSessions(v []*PlacedPlayerSession) *GameSessionPlacement { |
| s.PlacedPlayerSessions = v |
| return s |
| } |
| |
| // SetPlacementId sets the PlacementId field's value. |
| func (s *GameSessionPlacement) SetPlacementId(v string) *GameSessionPlacement { |
| s.PlacementId = &v |
| return s |
| } |
| |
| // SetPlayerLatencies sets the PlayerLatencies field's value. |
| func (s *GameSessionPlacement) SetPlayerLatencies(v []*PlayerLatency) *GameSessionPlacement { |
| s.PlayerLatencies = v |
| return s |
| } |
| |
| // SetPort sets the Port field's value. |
| func (s *GameSessionPlacement) SetPort(v int64) *GameSessionPlacement { |
| s.Port = &v |
| return s |
| } |
| |
| // SetStartTime sets the StartTime field's value. |
| func (s *GameSessionPlacement) SetStartTime(v time.Time) *GameSessionPlacement { |
| s.StartTime = &v |
| return s |
| } |
| |
| // SetStatus sets the Status field's value. |
| func (s *GameSessionPlacement) SetStatus(v string) *GameSessionPlacement { |
| s.Status = &v |
| return s |
| } |
| |
| // Configuration for a game session placement mechanism that processes requests |
| // for new game sessions. A queue can be used on its own or as part of a matchmaking |
| // solution. |
| // |
| // Related actions |
| // |
| // CreateGameSessionQueue (https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateGameSessionQueue.html) |
| // | DescribeGameSessionQueues (https://docs.aws.amazon.com/gamelift/latest/apireference/API_DescribeGameSessionQueues.html) |
| // | UpdateGameSessionQueue (https://docs.aws.amazon.com/gamelift/latest/apireference/API_UpdateGameSessionQueue.html) |
| type GameSessionQueue struct { |
| _ struct{} `type:"structure"` |
| |
| // Information that is added to all events that are related to this game session |
| // queue. |
| CustomEventData *string `type:"string"` |
| |
| // 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. |
| Destinations []*GameSessionQueueDestination `type:"list"` |
| |
| // 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. |
| FilterConfiguration *FilterConfiguration `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift game session queue resource and uniquely identifies |
| // it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue |
| // name>. In a GameLift game session queue ARN, the resource ID matches the |
| // Name value. |
| GameSessionQueueArn *string `min:"1" type:"string"` |
| |
| // A descriptive label that is associated with game session queue. Queue names |
| // must be unique within each Region. |
| Name *string `min:"1" type:"string"` |
| |
| // 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). |
| NotificationTarget *string `type:"string"` |
| |
| // 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. |
| PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` |
| |
| // 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. |
| PriorityConfiguration *PriorityConfiguration `type:"structure"` |
| |
| // 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. |
| TimeoutInSeconds *int64 `type:"integer"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameSessionQueue) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameSessionQueue) GoString() string { |
| return s.String() |
| } |
| |
| // SetCustomEventData sets the CustomEventData field's value. |
| func (s *GameSessionQueue) SetCustomEventData(v string) *GameSessionQueue { |
| s.CustomEventData = &v |
| return s |
| } |
| |
| // SetDestinations sets the Destinations field's value. |
| func (s *GameSessionQueue) SetDestinations(v []*GameSessionQueueDestination) *GameSessionQueue { |
| s.Destinations = v |
| return s |
| } |
| |
| // SetFilterConfiguration sets the FilterConfiguration field's value. |
| func (s *GameSessionQueue) SetFilterConfiguration(v *FilterConfiguration) *GameSessionQueue { |
| s.FilterConfiguration = v |
| return s |
| } |
| |
| // SetGameSessionQueueArn sets the GameSessionQueueArn field's value. |
| func (s *GameSessionQueue) SetGameSessionQueueArn(v string) *GameSessionQueue { |
| s.GameSessionQueueArn = &v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *GameSessionQueue) SetName(v string) *GameSessionQueue { |
| s.Name = &v |
| return s |
| } |
| |
| // SetNotificationTarget sets the NotificationTarget field's value. |
| func (s *GameSessionQueue) SetNotificationTarget(v string) *GameSessionQueue { |
| s.NotificationTarget = &v |
| return s |
| } |
| |
| // SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value. |
| func (s *GameSessionQueue) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *GameSessionQueue { |
| s.PlayerLatencyPolicies = v |
| return s |
| } |
| |
| // SetPriorityConfiguration sets the PriorityConfiguration field's value. |
| func (s *GameSessionQueue) SetPriorityConfiguration(v *PriorityConfiguration) *GameSessionQueue { |
| s.PriorityConfiguration = v |
| return s |
| } |
| |
| // SetTimeoutInSeconds sets the TimeoutInSeconds field's value. |
| func (s *GameSessionQueue) SetTimeoutInSeconds(v int64) *GameSessionQueue { |
| s.TimeoutInSeconds = &v |
| return s |
| } |
| |
| // A fleet or alias designated in a game session queue. Queues fulfill requests |
| // for new game sessions by placing a new game session on any of the queue's |
| // destinations. |
| // |
| // Destinations are part of a GameSessionQueue. |
| type GameSessionQueueDestination struct { |
| _ struct{} `type:"structure"` |
| |
| // The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. |
| // ARNs, which include a fleet ID or alias ID and a Region name, provide a unique |
| // identifier across all Regions. |
| DestinationArn *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameSessionQueueDestination) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GameSessionQueueDestination) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *GameSessionQueueDestination) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "GameSessionQueueDestination"} |
| if s.DestinationArn != nil && len(*s.DestinationArn) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("DestinationArn", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetDestinationArn sets the DestinationArn field's value. |
| func (s *GameSessionQueueDestination) SetDestinationArn(v string) *GameSessionQueueDestination { |
| s.DestinationArn = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type GetGameSessionLogUrlInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the game session to get logs for. |
| // |
| // GameSessionId is a required field |
| GameSessionId *string `min:"1" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GetGameSessionLogUrlInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GetGameSessionLogUrlInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *GetGameSessionLogUrlInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "GetGameSessionLogUrlInput"} |
| if s.GameSessionId == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameSessionId")) |
| } |
| if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetGameSessionId sets the GameSessionId field's value. |
| func (s *GetGameSessionLogUrlInput) SetGameSessionId(v string) *GetGameSessionLogUrlInput { |
| s.GameSessionId = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type GetGameSessionLogUrlOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Location of the requested game session logs, available for download. This |
| // URL is valid for 15 minutes, after which S3 will reject any download request |
| // using this URL. You can request a new URL any time within the 14-day period |
| // that the logs are retained. |
| PreSignedUrl *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GetGameSessionLogUrlOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GetGameSessionLogUrlOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetPreSignedUrl sets the PreSignedUrl field's value. |
| func (s *GetGameSessionLogUrlOutput) SetPreSignedUrl(v string) *GetGameSessionLogUrlOutput { |
| s.PreSignedUrl = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type GetInstanceAccessInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet that contains the instance you want access |
| // to. You can use either the fleet ID or ARN value. The fleet can be in any |
| // of the following statuses: ACTIVATING, ACTIVE, or ERROR. Fleets with an ERROR |
| // status may be accessible for a short time before they are deleted. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // A unique identifier for the instance you want to get access to. You can access |
| // an instance in any status. |
| // |
| // InstanceId is a required field |
| InstanceId *string `type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GetInstanceAccessInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GetInstanceAccessInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *GetInstanceAccessInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "GetInstanceAccessInput"} |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.InstanceId == nil { |
| invalidParams.Add(request.NewErrParamRequired("InstanceId")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *GetInstanceAccessInput) SetFleetId(v string) *GetInstanceAccessInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetInstanceId sets the InstanceId field's value. |
| func (s *GetInstanceAccessInput) SetInstanceId(v string) *GetInstanceAccessInput { |
| s.InstanceId = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type GetInstanceAccessOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The connection information for a fleet instance, including IP address and |
| // access credentials. |
| InstanceAccess *InstanceAccess `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GetInstanceAccessOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s GetInstanceAccessOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetInstanceAccess sets the InstanceAccess field's value. |
| func (s *GetInstanceAccessOutput) SetInstanceAccess(v *InstanceAccess) *GetInstanceAccessOutput { |
| s.InstanceAccess = v |
| return s |
| } |
| |
| // A game session with this custom ID string already exists in this fleet. Resolve |
| // this conflict before retrying this request. |
| type IdempotentParameterMismatchException struct { |
| _ struct{} `type:"structure"` |
| RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` |
| |
| Message_ *string `locationName:"Message" min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s IdempotentParameterMismatchException) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s IdempotentParameterMismatchException) GoString() string { |
| return s.String() |
| } |
| |
| func newErrorIdempotentParameterMismatchException(v protocol.ResponseMetadata) error { |
| return &IdempotentParameterMismatchException{ |
| RespMetadata: v, |
| } |
| } |
| |
| // Code returns the exception type name. |
| func (s *IdempotentParameterMismatchException) Code() string { |
| return "IdempotentParameterMismatchException" |
| } |
| |
| // Message returns the exception's message. |
| func (s *IdempotentParameterMismatchException) Message() string { |
| if s.Message_ != nil { |
| return *s.Message_ |
| } |
| return "" |
| } |
| |
| // OrigErr always returns nil, satisfies awserr.Error interface. |
| func (s *IdempotentParameterMismatchException) OrigErr() error { |
| return nil |
| } |
| |
| func (s *IdempotentParameterMismatchException) Error() string { |
| return fmt.Sprintf("%s: %s", s.Code(), s.Message()) |
| } |
| |
| // Status code returns the HTTP status code for the request's response error. |
| func (s *IdempotentParameterMismatchException) StatusCode() int { |
| return s.RespMetadata.StatusCode |
| } |
| |
| // RequestID returns the service's response RequestID for request. |
| func (s *IdempotentParameterMismatchException) RequestID() string { |
| return s.RespMetadata.RequestID |
| } |
| |
| // Represents an EC2 instance of virtual computing resources that hosts one |
| // or more game servers. In GameLift, a fleet can contain zero or more instances. |
| // |
| // Related actions |
| // |
| // DescribeInstances |
| type Instance struct { |
| _ struct{} `type:"structure"` |
| |
| // A time stamp indicating when this data object was created. Format is a number |
| // expressed in Unix time as milliseconds (for example "1469498468.057"). |
| CreationTime *time.Time `type:"timestamp"` |
| |
| // The DNS identifier assigned to the instance that is running the game session. |
| // Values have the following format: |
| // |
| // * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. |
| // |
| // * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. |
| // (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) |
| // |
| // When connecting to a game session that is running on a TLS-enabled fleet, |
| // you must use the DNS name, not the IP address. |
| DnsName *string `type:"string"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift fleet resource and uniquely identifies it. |
| // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. |
| FleetArn *string `type:"string"` |
| |
| // A unique identifier for the fleet that the instance is in. |
| FleetId *string `type:"string"` |
| |
| // A unique identifier for the instance. |
| InstanceId *string `type:"string"` |
| |
| // IP address that is assigned to the instance. |
| IpAddress *string `min:"1" type:"string"` |
| |
| // The fleet location of the instance, expressed as an Amazon Web Services Region |
| // code, such as us-west-2. |
| Location *string `min:"1" type:"string"` |
| |
| // Operating system that is running on this instance. |
| OperatingSystem *string `type:"string" enum:"OperatingSystem"` |
| |
| // Current status of the instance. Possible statuses include the following: |
| // |
| // * PENDING -- The instance is in the process of being created and launching |
| // server processes as defined in the fleet's run-time configuration. |
| // |
| // * ACTIVE -- The instance has been successfully created and at least one |
| // server process has successfully launched and reported back to GameLift |
| // that it is ready to host a game session. The instance is now considered |
| // ready to host game sessions. |
| // |
| // * TERMINATING -- The instance is in the process of shutting down. This |
| // may happen to reduce capacity during a scaling down event or to recycle |
| // resources in the event of a problem. |
| Status *string `type:"string" enum:"InstanceStatus"` |
| |
| // Amazon EC2 instance type that defines the computing resources of this instance. |
| Type *string `type:"string" enum:"EC2InstanceType"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s Instance) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s Instance) GoString() string { |
| return s.String() |
| } |
| |
| // SetCreationTime sets the CreationTime field's value. |
| func (s *Instance) SetCreationTime(v time.Time) *Instance { |
| s.CreationTime = &v |
| return s |
| } |
| |
| // SetDnsName sets the DnsName field's value. |
| func (s *Instance) SetDnsName(v string) *Instance { |
| s.DnsName = &v |
| return s |
| } |
| |
| // SetFleetArn sets the FleetArn field's value. |
| func (s *Instance) SetFleetArn(v string) *Instance { |
| s.FleetArn = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *Instance) SetFleetId(v string) *Instance { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetInstanceId sets the InstanceId field's value. |
| func (s *Instance) SetInstanceId(v string) *Instance { |
| s.InstanceId = &v |
| return s |
| } |
| |
| // SetIpAddress sets the IpAddress field's value. |
| func (s *Instance) SetIpAddress(v string) *Instance { |
| s.IpAddress = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *Instance) SetLocation(v string) *Instance { |
| s.Location = &v |
| return s |
| } |
| |
| // SetOperatingSystem sets the OperatingSystem field's value. |
| func (s *Instance) SetOperatingSystem(v string) *Instance { |
| s.OperatingSystem = &v |
| return s |
| } |
| |
| // SetStatus sets the Status field's value. |
| func (s *Instance) SetStatus(v string) *Instance { |
| s.Status = &v |
| return s |
| } |
| |
| // SetType sets the Type field's value. |
| func (s *Instance) SetType(v string) *Instance { |
| s.Type = &v |
| return s |
| } |
| |
| // Information required to remotely connect to a fleet instance. Access is requested |
| // by calling GetInstanceAccess. |
| type InstanceAccess struct { |
| _ struct{} `type:"structure"` |
| |
| // Credentials required to access the instance. |
| // |
| // Credentials is a sensitive parameter and its value will be |
| // replaced with "sensitive" in string returned by InstanceAccess's |
| // String and GoString methods. |
| Credentials *InstanceCredentials `type:"structure" sensitive:"true"` |
| |
| // A unique identifier for the fleet containing the instance being accessed. |
| FleetId *string `type:"string"` |
| |
| // A unique identifier for the instance being accessed. |
| InstanceId *string `type:"string"` |
| |
| // IP address that is assigned to the instance. |
| IpAddress *string `min:"1" type:"string"` |
| |
| // Operating system that is running on the instance. |
| OperatingSystem *string `type:"string" enum:"OperatingSystem"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s InstanceAccess) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s InstanceAccess) GoString() string { |
| return s.String() |
| } |
| |
| // SetCredentials sets the Credentials field's value. |
| func (s *InstanceAccess) SetCredentials(v *InstanceCredentials) *InstanceAccess { |
| s.Credentials = v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *InstanceAccess) SetFleetId(v string) *InstanceAccess { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetInstanceId sets the InstanceId field's value. |
| func (s *InstanceAccess) SetInstanceId(v string) *InstanceAccess { |
| s.InstanceId = &v |
| return s |
| } |
| |
| // SetIpAddress sets the IpAddress field's value. |
| func (s *InstanceAccess) SetIpAddress(v string) *InstanceAccess { |
| s.IpAddress = &v |
| return s |
| } |
| |
| // SetOperatingSystem sets the OperatingSystem field's value. |
| func (s *InstanceAccess) SetOperatingSystem(v string) *InstanceAccess { |
| s.OperatingSystem = &v |
| return s |
| } |
| |
| // Set of credentials required to remotely access a fleet instance. Access credentials |
| // are requested by calling GetInstanceAccess and returned in an InstanceAccess |
| // object. |
| type InstanceCredentials struct { |
| _ struct{} `type:"structure" sensitive:"true"` |
| |
| // Secret string. For Windows instances, the secret is a password for use with |
| // Windows Remote Desktop. For Linux instances, it is a private key (which must |
| // be saved as a .pem file) for use with SSH. |
| Secret *string `min:"1" type:"string"` |
| |
| // User login string. |
| UserName *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s InstanceCredentials) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s InstanceCredentials) GoString() string { |
| return s.String() |
| } |
| |
| // SetSecret sets the Secret field's value. |
| func (s *InstanceCredentials) SetSecret(v string) *InstanceCredentials { |
| s.Secret = &v |
| return s |
| } |
| |
| // SetUserName sets the UserName field's value. |
| func (s *InstanceCredentials) SetUserName(v string) *InstanceCredentials { |
| s.UserName = &v |
| return s |
| } |
| |
| // This data type is used with the GameLift FleetIQ and game server groups. |
| // |
| // An allowed instance type for a GameServerGroup. All game server groups must |
| // have at least two instance types defined for it. GameLift FleetIQ periodically |
| // evaluates each defined instance type for viability. It then updates the Auto |
| // Scaling group with the list of viable instance types. |
| type InstanceDefinition struct { |
| _ struct{} `type:"structure"` |
| |
| // An Amazon EC2 instance type designation. |
| // |
| // InstanceType is a required field |
| InstanceType *string `type:"string" required:"true" enum:"GameServerGroupInstanceType"` |
| |
| // Instance weighting that indicates how much this instance type contributes |
| // to the total capacity of a game server group. Instance weights are used by |
| // GameLift FleetIQ to calculate the instance type's cost per unit hour and |
| // better identify the most cost-effective options. For detailed information |
| // on weighting instance capacity, see Instance Weighting (https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html) |
| // in the Amazon Elastic Compute Cloud Auto Scaling User Guide. Default value |
| // is "1". |
| WeightedCapacity *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s InstanceDefinition) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s InstanceDefinition) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *InstanceDefinition) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "InstanceDefinition"} |
| if s.InstanceType == nil { |
| invalidParams.Add(request.NewErrParamRequired("InstanceType")) |
| } |
| if s.WeightedCapacity != nil && len(*s.WeightedCapacity) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("WeightedCapacity", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetInstanceType sets the InstanceType field's value. |
| func (s *InstanceDefinition) SetInstanceType(v string) *InstanceDefinition { |
| s.InstanceType = &v |
| return s |
| } |
| |
| // SetWeightedCapacity sets the WeightedCapacity field's value. |
| func (s *InstanceDefinition) SetWeightedCapacity(v string) *InstanceDefinition { |
| s.WeightedCapacity = &v |
| return s |
| } |
| |
| // The service encountered an unrecoverable internal failure while processing |
| // the request. Clients can retry such requests immediately or after a waiting |
| // period. |
| type InternalServiceException struct { |
| _ struct{} `type:"structure"` |
| RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` |
| |
| Message_ *string `locationName:"Message" min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s InternalServiceException) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s InternalServiceException) GoString() string { |
| return s.String() |
| } |
| |
| func newErrorInternalServiceException(v protocol.ResponseMetadata) error { |
| return &InternalServiceException{ |
| RespMetadata: v, |
| } |
| } |
| |
| // Code returns the exception type name. |
| func (s *InternalServiceException) Code() string { |
| return "InternalServiceException" |
| } |
| |
| // Message returns the exception's message. |
| func (s *InternalServiceException) Message() string { |
| if s.Message_ != nil { |
| return *s.Message_ |
| } |
| return "" |
| } |
| |
| // OrigErr always returns nil, satisfies awserr.Error interface. |
| func (s *InternalServiceException) OrigErr() error { |
| return nil |
| } |
| |
| func (s *InternalServiceException) Error() string { |
| return fmt.Sprintf("%s: %s", s.Code(), s.Message()) |
| } |
| |
| // Status code returns the HTTP status code for the request's response error. |
| func (s *InternalServiceException) StatusCode() int { |
| return s.RespMetadata.StatusCode |
| } |
| |
| // RequestID returns the service's response RequestID for request. |
| func (s *InternalServiceException) RequestID() string { |
| return s.RespMetadata.RequestID |
| } |
| |
| // The requested operation would cause a conflict with the current state of |
| // a resource associated with the request and/or the fleet. Resolve the conflict |
| // before retrying. |
| type InvalidFleetStatusException struct { |
| _ struct{} `type:"structure"` |
| RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` |
| |
| Message_ *string `locationName:"Message" min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s InvalidFleetStatusException) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s InvalidFleetStatusException) GoString() string { |
| return s.String() |
| } |
| |
| func newErrorInvalidFleetStatusException(v protocol.ResponseMetadata) error { |
| return &InvalidFleetStatusException{ |
| RespMetadata: v, |
| } |
| } |
| |
| // Code returns the exception type name. |
| func (s *InvalidFleetStatusException) Code() string { |
| return "InvalidFleetStatusException" |
| } |
| |
| // Message returns the exception's message. |
| func (s *InvalidFleetStatusException) Message() string { |
| if s.Message_ != nil { |
| return *s.Message_ |
| } |
| return "" |
| } |
| |
| // OrigErr always returns nil, satisfies awserr.Error interface. |
| func (s *InvalidFleetStatusException) OrigErr() error { |
| return nil |
| } |
| |
| func (s *InvalidFleetStatusException) Error() string { |
| return fmt.Sprintf("%s: %s", s.Code(), s.Message()) |
| } |
| |
| // Status code returns the HTTP status code for the request's response error. |
| func (s *InvalidFleetStatusException) StatusCode() int { |
| return s.RespMetadata.StatusCode |
| } |
| |
| // RequestID returns the service's response RequestID for request. |
| func (s *InvalidFleetStatusException) RequestID() string { |
| return s.RespMetadata.RequestID |
| } |
| |
| // The requested operation would cause a conflict with the current state of |
| // a resource associated with the request and/or the game instance. Resolve |
| // the conflict before retrying. |
| type InvalidGameSessionStatusException struct { |
| _ struct{} `type:"structure"` |
| RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` |
| |
| Message_ *string `locationName:"Message" min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s InvalidGameSessionStatusException) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s InvalidGameSessionStatusException) GoString() string { |
| return s.String() |
| } |
| |
| func newErrorInvalidGameSessionStatusException(v protocol.ResponseMetadata) error { |
| return &InvalidGameSessionStatusException{ |
| RespMetadata: v, |
| } |
| } |
| |
| // Code returns the exception type name. |
| func (s *InvalidGameSessionStatusException) Code() string { |
| return "InvalidGameSessionStatusException" |
| } |
| |
| // Message returns the exception's message. |
| func (s *InvalidGameSessionStatusException) Message() string { |
| if s.Message_ != nil { |
| return *s.Message_ |
| } |
| return "" |
| } |
| |
| // OrigErr always returns nil, satisfies awserr.Error interface. |
| func (s *InvalidGameSessionStatusException) OrigErr() error { |
| return nil |
| } |
| |
| func (s *InvalidGameSessionStatusException) Error() string { |
| return fmt.Sprintf("%s: %s", s.Code(), s.Message()) |
| } |
| |
| // Status code returns the HTTP status code for the request's response error. |
| func (s *InvalidGameSessionStatusException) StatusCode() int { |
| return s.RespMetadata.StatusCode |
| } |
| |
| // RequestID returns the service's response RequestID for request. |
| func (s *InvalidGameSessionStatusException) RequestID() string { |
| return s.RespMetadata.RequestID |
| } |
| |
| // One or more parameter values in the request are invalid. Correct the invalid |
| // parameter values before retrying. |
| type InvalidRequestException struct { |
| _ struct{} `type:"structure"` |
| RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` |
| |
| Message_ *string `locationName:"Message" min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s InvalidRequestException) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s InvalidRequestException) GoString() string { |
| return s.String() |
| } |
| |
| func newErrorInvalidRequestException(v protocol.ResponseMetadata) error { |
| return &InvalidRequestException{ |
| RespMetadata: v, |
| } |
| } |
| |
| // Code returns the exception type name. |
| func (s *InvalidRequestException) Code() string { |
| return "InvalidRequestException" |
| } |
| |
| // Message returns the exception's message. |
| func (s *InvalidRequestException) Message() string { |
| if s.Message_ != nil { |
| return *s.Message_ |
| } |
| return "" |
| } |
| |
| // OrigErr always returns nil, satisfies awserr.Error interface. |
| func (s *InvalidRequestException) OrigErr() error { |
| return nil |
| } |
| |
| func (s *InvalidRequestException) Error() string { |
| return fmt.Sprintf("%s: %s", s.Code(), s.Message()) |
| } |
| |
| // Status code returns the HTTP status code for the request's response error. |
| func (s *InvalidRequestException) StatusCode() int { |
| return s.RespMetadata.StatusCode |
| } |
| |
| // RequestID returns the service's response RequestID for request. |
| func (s *InvalidRequestException) RequestID() string { |
| return s.RespMetadata.RequestID |
| } |
| |
| // A range of IP addresses and port settings that allow inbound traffic to connect |
| // to server processes on an instance in a fleet. New game sessions are assigned |
| // an IP address/port number combination, which must fall into the fleet's allowed |
| // ranges. Fleets with custom game builds must have permissions explicitly set. |
| // For Realtime Servers fleets, GameLift automatically opens two port ranges, |
| // one for TCP messaging and one for UDP. |
| // |
| // Related actions |
| // |
| // DescribeFleetPortSettings |
| type IpPermission struct { |
| _ struct{} `type:"structure"` |
| |
| // A starting value for a range of allowed port numbers. |
| // |
| // For fleets using Windows and Linux builds, only ports 1026-60000 are valid. |
| // |
| // FromPort is a required field |
| FromPort *int64 `min:"1" type:"integer" required:"true"` |
| |
| // A range of allowed IP addresses. This value must be expressed in CIDR notation. |
| // Example: "000.000.000.000/[subnet mask]" or optionally the shortened version |
| // "0.0.0.0/[subnet mask]". |
| // |
| // IpRange is a required field |
| IpRange *string `type:"string" required:"true"` |
| |
| // The network communication protocol used by the fleet. |
| // |
| // Protocol is a required field |
| Protocol *string `type:"string" required:"true" enum:"IpProtocol"` |
| |
| // An ending value for a range of allowed port numbers. Port numbers are end-inclusive. |
| // This value must be higher than FromPort. |
| // |
| // For fleets using Windows and Linux builds, only ports 1026-60000 are valid. |
| // |
| // ToPort is a required field |
| ToPort *int64 `min:"1" type:"integer" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s IpPermission) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s IpPermission) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *IpPermission) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "IpPermission"} |
| if s.FromPort == nil { |
| invalidParams.Add(request.NewErrParamRequired("FromPort")) |
| } |
| if s.FromPort != nil && *s.FromPort < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("FromPort", 1)) |
| } |
| if s.IpRange == nil { |
| invalidParams.Add(request.NewErrParamRequired("IpRange")) |
| } |
| if s.Protocol == nil { |
| invalidParams.Add(request.NewErrParamRequired("Protocol")) |
| } |
| if s.ToPort == nil { |
| invalidParams.Add(request.NewErrParamRequired("ToPort")) |
| } |
| if s.ToPort != nil && *s.ToPort < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("ToPort", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFromPort sets the FromPort field's value. |
| func (s *IpPermission) SetFromPort(v int64) *IpPermission { |
| s.FromPort = &v |
| return s |
| } |
| |
| // SetIpRange sets the IpRange field's value. |
| func (s *IpPermission) SetIpRange(v string) *IpPermission { |
| s.IpRange = &v |
| return s |
| } |
| |
| // SetProtocol sets the Protocol field's value. |
| func (s *IpPermission) SetProtocol(v string) *IpPermission { |
| s.Protocol = &v |
| return s |
| } |
| |
| // SetToPort sets the ToPort field's value. |
| func (s *IpPermission) SetToPort(v int64) *IpPermission { |
| s.ToPort = &v |
| return s |
| } |
| |
| // This data type is used with the GameLift FleetIQ and game server groups. |
| // |
| // An Amazon Elastic Compute Cloud launch template that contains configuration |
| // settings and game server code to be deployed to all instances in a game server |
| // group. The launch template is specified when creating a new game server group |
| // with CreateGameServerGroup. |
| type LaunchTemplateSpecification struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for an existing Amazon EC2 launch template. |
| LaunchTemplateId *string `min:"1" type:"string"` |
| |
| // A readable identifier for an existing Amazon EC2 launch template. |
| LaunchTemplateName *string `min:"3" type:"string"` |
| |
| // The version of the Amazon EC2 launch template to use. If no version is specified, |
| // the default version will be used. With Amazon EC2, you can specify a default |
| // version for a launch template. If none is set, the default is the first version |
| // created. |
| Version *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s LaunchTemplateSpecification) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s LaunchTemplateSpecification) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *LaunchTemplateSpecification) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "LaunchTemplateSpecification"} |
| if s.LaunchTemplateId != nil && len(*s.LaunchTemplateId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("LaunchTemplateId", 1)) |
| } |
| if s.LaunchTemplateName != nil && len(*s.LaunchTemplateName) < 3 { |
| invalidParams.Add(request.NewErrParamMinLen("LaunchTemplateName", 3)) |
| } |
| if s.Version != nil && len(*s.Version) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Version", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetLaunchTemplateId sets the LaunchTemplateId field's value. |
| func (s *LaunchTemplateSpecification) SetLaunchTemplateId(v string) *LaunchTemplateSpecification { |
| s.LaunchTemplateId = &v |
| return s |
| } |
| |
| // SetLaunchTemplateName sets the LaunchTemplateName field's value. |
| func (s *LaunchTemplateSpecification) SetLaunchTemplateName(v string) *LaunchTemplateSpecification { |
| s.LaunchTemplateName = &v |
| return s |
| } |
| |
| // SetVersion sets the Version field's value. |
| func (s *LaunchTemplateSpecification) SetVersion(v string) *LaunchTemplateSpecification { |
| s.Version = &v |
| return s |
| } |
| |
| // The requested operation would cause the resource to exceed the allowed service |
| // limit. Resolve the issue before retrying. |
| type LimitExceededException struct { |
| _ struct{} `type:"structure"` |
| RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` |
| |
| Message_ *string `locationName:"Message" min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s LimitExceededException) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s LimitExceededException) GoString() string { |
| return s.String() |
| } |
| |
| func newErrorLimitExceededException(v protocol.ResponseMetadata) error { |
| return &LimitExceededException{ |
| RespMetadata: v, |
| } |
| } |
| |
| // Code returns the exception type name. |
| func (s *LimitExceededException) Code() string { |
| return "LimitExceededException" |
| } |
| |
| // Message returns the exception's message. |
| func (s *LimitExceededException) Message() string { |
| if s.Message_ != nil { |
| return *s.Message_ |
| } |
| return "" |
| } |
| |
| // OrigErr always returns nil, satisfies awserr.Error interface. |
| func (s *LimitExceededException) OrigErr() error { |
| return nil |
| } |
| |
| func (s *LimitExceededException) Error() string { |
| return fmt.Sprintf("%s: %s", s.Code(), s.Message()) |
| } |
| |
| // Status code returns the HTTP status code for the request's response error. |
| func (s *LimitExceededException) StatusCode() int { |
| return s.RespMetadata.StatusCode |
| } |
| |
| // RequestID returns the service's response RequestID for request. |
| func (s *LimitExceededException) RequestID() string { |
| return s.RespMetadata.RequestID |
| } |
| |
| // Represents the input for a request operation. |
| type ListAliasesInput struct { |
| _ struct{} `type:"structure"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A descriptive label that is associated with an alias. Alias names do not |
| // need to be unique. |
| Name *string `min:"1" type:"string"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. |
| NextToken *string `min:"1" type:"string"` |
| |
| // The routing type to filter results on. Use this parameter to retrieve only |
| // aliases with a certain routing type. To retrieve all aliases, leave this |
| // parameter empty. |
| // |
| // Possible routing types include the following: |
| // |
| // * SIMPLE -- The alias resolves to one specific fleet. Use this type when |
| // routing to active fleets. |
| // |
| // * TERMINAL -- The alias does not resolve to a fleet but instead can be |
| // used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException |
| // with the RoutingStrategy message embedded. |
| RoutingStrategyType *string `type:"string" enum:"RoutingStrategyType"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListAliasesInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListAliasesInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *ListAliasesInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "ListAliasesInput"} |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *ListAliasesInput) SetLimit(v int64) *ListAliasesInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *ListAliasesInput) SetName(v string) *ListAliasesInput { |
| s.Name = &v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *ListAliasesInput) SetNextToken(v string) *ListAliasesInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // SetRoutingStrategyType sets the RoutingStrategyType field's value. |
| func (s *ListAliasesInput) SetRoutingStrategyType(v string) *ListAliasesInput { |
| s.RoutingStrategyType = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type ListAliasesOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of alias resources that match the request parameters. |
| Aliases []*Alias `type:"list"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListAliasesOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListAliasesOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetAliases sets the Aliases field's value. |
| func (s *ListAliasesOutput) SetAliases(v []*Alias) *ListAliasesOutput { |
| s.Aliases = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *ListAliasesOutput) SetNextToken(v string) *ListAliasesOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type ListBuildsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. |
| NextToken *string `min:"1" type:"string"` |
| |
| // Build status to filter results by. To retrieve all builds, leave this parameter |
| // empty. |
| // |
| // Possible build statuses include the following: |
| // |
| // * INITIALIZED -- A new build has been defined, but no files have been |
| // uploaded. You cannot create fleets for builds that are in this status. |
| // When a build is successfully created, the build status is set to this |
| // value. |
| // |
| // * READY -- The game build has been successfully uploaded. You can now |
| // create new fleets for this build. |
| // |
| // * FAILED -- The game build upload failed. You cannot create new fleets |
| // for this build. |
| Status *string `type:"string" enum:"BuildStatus"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListBuildsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListBuildsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *ListBuildsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "ListBuildsInput"} |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *ListBuildsInput) SetLimit(v int64) *ListBuildsInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *ListBuildsInput) SetNextToken(v string) *ListBuildsInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // SetStatus sets the Status field's value. |
| func (s *ListBuildsInput) SetStatus(v string) *ListBuildsInput { |
| s.Status = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type ListBuildsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of build resources that match the request. |
| Builds []*Build `type:"list"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListBuildsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListBuildsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetBuilds sets the Builds field's value. |
| func (s *ListBuildsOutput) SetBuilds(v []*Build) *ListBuildsOutput { |
| s.Builds = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *ListBuildsOutput) SetNextToken(v string) *ListBuildsOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type ListFleetsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the build to request fleets for. Use this parameter |
| // to return only fleets using a specified build. Use either the build ID or |
| // ARN value. |
| BuildId *string `type:"string"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. |
| NextToken *string `min:"1" type:"string"` |
| |
| // A unique identifier for the Realtime script to request fleets for. Use this |
| // parameter to return only fleets using a specified script. Use either the |
| // script ID or ARN value. |
| ScriptId *string `type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListFleetsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListFleetsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *ListFleetsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "ListFleetsInput"} |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetBuildId sets the BuildId field's value. |
| func (s *ListFleetsInput) SetBuildId(v string) *ListFleetsInput { |
| s.BuildId = &v |
| return s |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *ListFleetsInput) SetLimit(v int64) *ListFleetsInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *ListFleetsInput) SetNextToken(v string) *ListFleetsInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // SetScriptId sets the ScriptId field's value. |
| func (s *ListFleetsInput) SetScriptId(v string) *ListFleetsInput { |
| s.ScriptId = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type ListFleetsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A set of fleet IDs that match the list request. You can retrieve additional |
| // information about all returned fleets by passing this result set to a DescribeFleetAttributes, |
| // DescribeFleetCapacity, or DescribeFleetUtilization call. |
| FleetIds []*string `min:"1" type:"list"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListFleetsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListFleetsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetIds sets the FleetIds field's value. |
| func (s *ListFleetsOutput) SetFleetIds(v []*string) *ListFleetsOutput { |
| s.FleetIds = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *ListFleetsOutput) SetNextToken(v string) *ListFleetsOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| type ListGameServerGroupsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListGameServerGroupsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListGameServerGroupsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *ListGameServerGroupsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "ListGameServerGroupsInput"} |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *ListGameServerGroupsInput) SetLimit(v int64) *ListGameServerGroupsInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *ListGameServerGroupsInput) SetNextToken(v string) *ListGameServerGroupsInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| type ListGameServerGroupsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of game server group objects that match the request. |
| GameServerGroups []*GameServerGroup `type:"list"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListGameServerGroupsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListGameServerGroupsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameServerGroups sets the GameServerGroups field's value. |
| func (s *ListGameServerGroupsOutput) SetGameServerGroups(v []*GameServerGroup) *ListGameServerGroupsOutput { |
| s.GameServerGroups = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *ListGameServerGroupsOutput) SetNextToken(v string) *ListGameServerGroupsOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| type ListGameServersInput struct { |
| _ struct{} `type:"structure"` |
| |
| // An identifier for the game server group to retrieve a list of game servers |
| // from. Use either the GameServerGroup name or ARN value. |
| // |
| // GameServerGroupName is a required field |
| GameServerGroupName *string `min:"1" type:"string" required:"true"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. |
| NextToken *string `min:"1" type:"string"` |
| |
| // Indicates how to sort the returned data based on game server registration |
| // timestamp. Use ASCENDING to retrieve oldest game servers first, or use DESCENDING |
| // to retrieve newest game servers first. If this parameter is left empty, game |
| // servers are returned in no particular order. |
| SortOrder *string `type:"string" enum:"SortOrder"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListGameServersInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListGameServersInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *ListGameServersInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "ListGameServersInput"} |
| if s.GameServerGroupName == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) |
| } |
| if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) |
| } |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetGameServerGroupName sets the GameServerGroupName field's value. |
| func (s *ListGameServersInput) SetGameServerGroupName(v string) *ListGameServersInput { |
| s.GameServerGroupName = &v |
| return s |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *ListGameServersInput) SetLimit(v int64) *ListGameServersInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *ListGameServersInput) SetNextToken(v string) *ListGameServersInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // SetSortOrder sets the SortOrder field's value. |
| func (s *ListGameServersInput) SetSortOrder(v string) *ListGameServersInput { |
| s.SortOrder = &v |
| return s |
| } |
| |
| type ListGameServersOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of game server objects that match the request. |
| GameServers []*GameServer `type:"list"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListGameServersOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListGameServersOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameServers sets the GameServers field's value. |
| func (s *ListGameServersOutput) SetGameServers(v []*GameServer) *ListGameServersOutput { |
| s.GameServers = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *ListGameServersOutput) SetNextToken(v string) *ListGameServersOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| type ListScriptsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListScriptsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListScriptsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *ListScriptsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "ListScriptsInput"} |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *ListScriptsInput) SetLimit(v int64) *ListScriptsInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *ListScriptsInput) SetNextToken(v string) *ListScriptsInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| type ListScriptsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| |
| // A set of properties describing the requested script. |
| Scripts []*Script `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListScriptsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListScriptsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *ListScriptsOutput) SetNextToken(v string) *ListScriptsOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // SetScripts sets the Scripts field's value. |
| func (s *ListScriptsOutput) SetScripts(v []*Script) *ListScriptsOutput { |
| s.Scripts = v |
| return s |
| } |
| |
| type ListTagsForResourceInput struct { |
| _ struct{} `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to and uniquely identifies the GameLift resource that you |
| // want to retrieve tags for. GameLift resource ARNs are included in the data |
| // object for the resource, which can be retrieved by calling a List or Describe |
| // operation for the resource type. |
| // |
| // ResourceARN is a required field |
| ResourceARN *string `min:"1" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListTagsForResourceInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListTagsForResourceInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *ListTagsForResourceInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "ListTagsForResourceInput"} |
| if s.ResourceARN == nil { |
| invalidParams.Add(request.NewErrParamRequired("ResourceARN")) |
| } |
| if s.ResourceARN != nil && len(*s.ResourceARN) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("ResourceARN", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetResourceARN sets the ResourceARN field's value. |
| func (s *ListTagsForResourceInput) SetResourceARN(v string) *ListTagsForResourceInput { |
| s.ResourceARN = &v |
| return s |
| } |
| |
| type ListTagsForResourceOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The collection of tags that have been assigned to the specified resource. |
| Tags []*Tag `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListTagsForResourceOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ListTagsForResourceOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetTags sets the Tags field's value. |
| func (s *ListTagsForResourceOutput) SetTags(v []*Tag) *ListTagsForResourceOutput { |
| s.Tags = v |
| return s |
| } |
| |
| // Represents a location in a multi-location fleet. |
| // |
| // Related actions |
| // |
| // DescribeFleetLocationAttributes |
| type LocationAttributes struct { |
| _ struct{} `type:"structure"` |
| |
| // A fleet location and its current life-cycle state. |
| LocationState *LocationState `type:"structure"` |
| |
| // A list of fleet actions that have been suspended in the fleet location. |
| StoppedActions []*string `min:"1" type:"list" enum:"FleetAction"` |
| |
| // The status of fleet activity updates to the location. The status PENDING_UPDATE |
| // indicates that StopFleetActions or StartFleetActions has been requested but |
| // the update has not yet been completed for the location. |
| UpdateStatus *string `type:"string" enum:"LocationUpdateStatus"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s LocationAttributes) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s LocationAttributes) GoString() string { |
| return s.String() |
| } |
| |
| // SetLocationState sets the LocationState field's value. |
| func (s *LocationAttributes) SetLocationState(v *LocationState) *LocationAttributes { |
| s.LocationState = v |
| return s |
| } |
| |
| // SetStoppedActions sets the StoppedActions field's value. |
| func (s *LocationAttributes) SetStoppedActions(v []*string) *LocationAttributes { |
| s.StoppedActions = v |
| return s |
| } |
| |
| // SetUpdateStatus sets the UpdateStatus field's value. |
| func (s *LocationAttributes) SetUpdateStatus(v string) *LocationAttributes { |
| s.UpdateStatus = &v |
| return s |
| } |
| |
| // A remote location where a multi-location fleet can deploy EC2 instances for |
| // game hosting. |
| // |
| // Related actions |
| // |
| // CreateFleet (https://docs.aws.amazon.com/gamelift/latest/apireference/API_CreateFleet.html) |
| type LocationConfiguration struct { |
| _ struct{} `type:"structure"` |
| |
| // An Amazon Web Services Region code, such as us-west-2. |
| Location *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s LocationConfiguration) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s LocationConfiguration) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *LocationConfiguration) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "LocationConfiguration"} |
| if s.Location != nil && len(*s.Location) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Location", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *LocationConfiguration) SetLocation(v string) *LocationConfiguration { |
| s.Location = &v |
| return s |
| } |
| |
| // A fleet location and its life-cycle state. A location state object might |
| // be used to describe a fleet's remote location or home Region. Life-cycle |
| // state tracks the progress of launching the first instance in a new location |
| // and preparing it for game hosting, and then removing all instances and deleting |
| // the location from the fleet. |
| // |
| // Related actions |
| // |
| // CreateFleet | CreateFleetLocations | DeleteFleetLocations |
| type LocationState struct { |
| _ struct{} `type:"structure"` |
| |
| // The fleet location, expressed as an Amazon Web Services Region code such |
| // as us-west-2. |
| Location *string `min:"1" type:"string"` |
| |
| // The life-cycle status of a fleet location. |
| Status *string `type:"string" enum:"FleetStatus"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s LocationState) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s LocationState) GoString() string { |
| return s.String() |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *LocationState) SetLocation(v string) *LocationState { |
| s.Location = &v |
| return s |
| } |
| |
| // SetStatus sets the Status field's value. |
| func (s *LocationState) SetStatus(v string) *LocationState { |
| s.Status = &v |
| return s |
| } |
| |
| // Represents a new player session that is created as a result of a successful |
| // FlexMatch match. A successful match automatically creates new player sessions |
| // for every player ID in the original matchmaking request. |
| // |
| // When players connect to the match's game session, they must include both |
| // player ID and player session ID in order to claim their assigned player slot. |
| type MatchedPlayerSession struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for a player |
| PlayerId *string `min:"1" type:"string"` |
| |
| // A unique identifier for a player session |
| PlayerSessionId *string `type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s MatchedPlayerSession) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s MatchedPlayerSession) GoString() string { |
| return s.String() |
| } |
| |
| // SetPlayerId sets the PlayerId field's value. |
| func (s *MatchedPlayerSession) SetPlayerId(v string) *MatchedPlayerSession { |
| s.PlayerId = &v |
| return s |
| } |
| |
| // SetPlayerSessionId sets the PlayerSessionId field's value. |
| func (s *MatchedPlayerSession) SetPlayerSessionId(v string) *MatchedPlayerSession { |
| s.PlayerSessionId = &v |
| return s |
| } |
| |
| // Guidelines for use with FlexMatch to match players into games. All matchmaking |
| // requests must specify a matchmaking configuration. |
| type MatchmakingConfiguration struct { |
| _ struct{} `type:"structure"` |
| |
| // A flag that indicates whether a match that was created with this configuration |
| // must be accepted by the matched players. To require acceptance, set to TRUE. |
| // When this option is enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE |
| // to indicate when a completed potential match is waiting for player acceptance. |
| AcceptanceRequired *bool `type:"boolean"` |
| |
| // The length of time (in seconds) to wait for players to accept a proposed |
| // match, if acceptance is required. If any player rejects the match or fails |
| // to accept before the timeout, the ticket continues to look for an acceptable |
| // match. |
| AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` |
| |
| // The number of player slots in a match to keep open for future players. For |
| // example, if the configuration's rule set specifies a match for a single 12-person |
| // team, and the additional player count is set to 2, only 10 players are selected |
| // for the match. This parameter is not used when FlexMatchMode is set to STANDALONE. |
| AdditionalPlayerCount *int64 `type:"integer"` |
| |
| // The method used to backfill game sessions created with this matchmaking configuration. |
| // MANUAL indicates that the game makes backfill requests or does not use the |
| // match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill |
| // requests whenever a game session has one or more open slots. Learn more about |
| // manual and automatic backfill in Backfill existing games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html). |
| // Automatic backfill is not available when FlexMatchMode is set to STANDALONE. |
| BackfillMode *string `type:"string" enum:"BackfillMode"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift matchmaking configuration resource and uniquely |
| // identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking |
| // configuration name>. In a GameLift configuration ARN, the resource ID matches |
| // the Name value. |
| ConfigurationArn *string `type:"string"` |
| |
| // A time stamp indicating when this data object was created. Format is a number |
| // expressed in Unix time as milliseconds (for example "1469498468.057"). |
| CreationTime *time.Time `type:"timestamp"` |
| |
| // Information to attach to all events related to the matchmaking configuration. |
| CustomEventData *string `type:"string"` |
| |
| // A descriptive label that is associated with matchmaking configuration. |
| Description *string `min:"1" type:"string"` |
| |
| // Indicates whether this matchmaking configuration is being used with GameLift |
| // hosting or as a standalone matchmaking solution. |
| // |
| // * STANDALONE - FlexMatch forms matches and returns match information, |
| // including players and team assignments, in a MatchmakingSucceeded (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded) |
| // event. |
| // |
| // * WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift |
| // queue to start a game session for the match. |
| FlexMatchMode *string `type:"string" enum:"FlexMatchMode"` |
| |
| // A set of custom properties for a game session, formatted as key:value pairs. |
| // These properties are passed to a game server process in the GameSession object |
| // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). |
| // This information is added to the new GameSession object that is created for |
| // a successful match. This parameter is not used when FlexMatchMode is set |
| // to STANDALONE. |
| GameProperties []*GameProperty `type:"list"` |
| |
| // A set of custom game session properties, formatted as a single string value. |
| // This data is passed to a game server process in the GameSession object with |
| // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). |
| // This information is added to the new GameSession object that is created for |
| // a successful match. This parameter is not used when FlexMatchMode is set |
| // to STANDALONE. |
| GameSessionData *string `min:"1" type:"string"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift game session queue resource and uniquely identifies |
| // it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue |
| // name>. Queues can be located in any Region. Queues are used to start new |
| // GameLift-hosted game sessions for matches that are created with this matchmaking |
| // configuration. This property is not set when FlexMatchMode is set to STANDALONE. |
| GameSessionQueueArns []*string `type:"list"` |
| |
| // A unique identifier for the matchmaking configuration. This name is used |
| // to identify the configuration associated with a matchmaking request or ticket. |
| Name *string `type:"string"` |
| |
| // An SNS topic ARN that is set up to receive matchmaking notifications. |
| NotificationTarget *string `type:"string"` |
| |
| // The maximum duration, in seconds, that a matchmaking ticket can remain in |
| // process before timing out. Requests that fail due to timing out can be resubmitted |
| // as needed. |
| RequestTimeoutSeconds *int64 `min:"1" type:"integer"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // associated with the GameLift matchmaking rule set resource that this configuration |
| // uses. |
| RuleSetArn *string `type:"string"` |
| |
| // A unique identifier for the matchmaking rule set to use with this configuration. |
| // A matchmaking configuration can only use rule sets that are defined in the |
| // same Region. |
| RuleSetName *string `type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s MatchmakingConfiguration) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s MatchmakingConfiguration) GoString() string { |
| return s.String() |
| } |
| |
| // SetAcceptanceRequired sets the AcceptanceRequired field's value. |
| func (s *MatchmakingConfiguration) SetAcceptanceRequired(v bool) *MatchmakingConfiguration { |
| s.AcceptanceRequired = &v |
| return s |
| } |
| |
| // SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value. |
| func (s *MatchmakingConfiguration) SetAcceptanceTimeoutSeconds(v int64) *MatchmakingConfiguration { |
| s.AcceptanceTimeoutSeconds = &v |
| return s |
| } |
| |
| // SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value. |
| func (s *MatchmakingConfiguration) SetAdditionalPlayerCount(v int64) *MatchmakingConfiguration { |
| s.AdditionalPlayerCount = &v |
| return s |
| } |
| |
| // SetBackfillMode sets the BackfillMode field's value. |
| func (s *MatchmakingConfiguration) SetBackfillMode(v string) *MatchmakingConfiguration { |
| s.BackfillMode = &v |
| return s |
| } |
| |
| // SetConfigurationArn sets the ConfigurationArn field's value. |
| func (s *MatchmakingConfiguration) SetConfigurationArn(v string) *MatchmakingConfiguration { |
| s.ConfigurationArn = &v |
| return s |
| } |
| |
| // SetCreationTime sets the CreationTime field's value. |
| func (s *MatchmakingConfiguration) SetCreationTime(v time.Time) *MatchmakingConfiguration { |
| s.CreationTime = &v |
| return s |
| } |
| |
| // SetCustomEventData sets the CustomEventData field's value. |
| func (s *MatchmakingConfiguration) SetCustomEventData(v string) *MatchmakingConfiguration { |
| s.CustomEventData = &v |
| return s |
| } |
| |
| // SetDescription sets the Description field's value. |
| func (s *MatchmakingConfiguration) SetDescription(v string) *MatchmakingConfiguration { |
| s.Description = &v |
| return s |
| } |
| |
| // SetFlexMatchMode sets the FlexMatchMode field's value. |
| func (s *MatchmakingConfiguration) SetFlexMatchMode(v string) *MatchmakingConfiguration { |
| s.FlexMatchMode = &v |
| return s |
| } |
| |
| // SetGameProperties sets the GameProperties field's value. |
| func (s *MatchmakingConfiguration) SetGameProperties(v []*GameProperty) *MatchmakingConfiguration { |
| s.GameProperties = v |
| return s |
| } |
| |
| // SetGameSessionData sets the GameSessionData field's value. |
| func (s *MatchmakingConfiguration) SetGameSessionData(v string) *MatchmakingConfiguration { |
| s.GameSessionData = &v |
| return s |
| } |
| |
| // SetGameSessionQueueArns sets the GameSessionQueueArns field's value. |
| func (s *MatchmakingConfiguration) SetGameSessionQueueArns(v []*string) *MatchmakingConfiguration { |
| s.GameSessionQueueArns = v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *MatchmakingConfiguration) SetName(v string) *MatchmakingConfiguration { |
| s.Name = &v |
| return s |
| } |
| |
| // SetNotificationTarget sets the NotificationTarget field's value. |
| func (s *MatchmakingConfiguration) SetNotificationTarget(v string) *MatchmakingConfiguration { |
| s.NotificationTarget = &v |
| return s |
| } |
| |
| // SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value. |
| func (s *MatchmakingConfiguration) SetRequestTimeoutSeconds(v int64) *MatchmakingConfiguration { |
| s.RequestTimeoutSeconds = &v |
| return s |
| } |
| |
| // SetRuleSetArn sets the RuleSetArn field's value. |
| func (s *MatchmakingConfiguration) SetRuleSetArn(v string) *MatchmakingConfiguration { |
| s.RuleSetArn = &v |
| return s |
| } |
| |
| // SetRuleSetName sets the RuleSetName field's value. |
| func (s *MatchmakingConfiguration) SetRuleSetName(v string) *MatchmakingConfiguration { |
| s.RuleSetName = &v |
| return s |
| } |
| |
| // Set of rule statements, used with FlexMatch, that determine how to build |
| // your player matches. Each rule set describes a type of group to be created |
| // and defines the parameters for acceptable player matches. Rule sets are used |
| // in MatchmakingConfiguration objects. |
| // |
| // A rule set may define the following elements for a match. For detailed information |
| // and examples showing how to construct a rule set, see Build a FlexMatch rule |
| // set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html). |
| // |
| // * Teams -- Required. A rule set must define one or multiple teams for |
| // the match and set minimum and maximum team sizes. For example, a rule |
| // set might describe a 4x4 match that requires all eight slots to be filled. |
| // |
| // * Player attributes -- Optional. These attributes specify a set of player |
| // characteristics to evaluate when looking for a match. Matchmaking requests |
| // that use a rule set with player attributes must provide the corresponding |
| // attribute values. For example, an attribute might specify a player's skill |
| // or level. |
| // |
| // * Rules -- Optional. Rules define how to evaluate potential players for |
| // a match based on player attributes. A rule might specify minimum requirements |
| // for individual players, teams, or entire matches. For example, a rule |
| // might require each player to meet a certain skill level, each team to |
| // have at least one player in a certain role, or the match to have a minimum |
| // average skill level. or may describe an entire group--such as all teams |
| // must be evenly matched or have at least one player in a certain role. |
| // |
| // * Expansions -- Optional. Expansions allow you to relax the rules after |
| // a period of time when no acceptable matches are found. This feature lets |
| // you balance getting players into games in a reasonable amount of time |
| // instead of making them wait indefinitely for the best possible match. |
| // For example, you might use an expansion to increase the maximum skill |
| // variance between players after 30 seconds. |
| type MatchmakingRuleSet struct { |
| _ struct{} `type:"structure"` |
| |
| // A time stamp indicating when this data object was created. Format is a number |
| // expressed in Unix time as milliseconds (for example "1469498468.057"). |
| CreationTime *time.Time `type:"timestamp"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift matchmaking rule set resource and uniquely |
| // identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingruleset/<ruleset |
| // name>. In a GameLift rule set ARN, the resource ID matches the RuleSetName |
| // value. |
| RuleSetArn *string `type:"string"` |
| |
| // A collection of matchmaking rules, formatted as a JSON string. Comments are |
| // not allowed in JSON, but most elements support a description field. |
| // |
| // RuleSetBody is a required field |
| RuleSetBody *string `min:"1" type:"string" required:"true"` |
| |
| // A unique identifier for the matchmaking rule set |
| RuleSetName *string `type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s MatchmakingRuleSet) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s MatchmakingRuleSet) GoString() string { |
| return s.String() |
| } |
| |
| // SetCreationTime sets the CreationTime field's value. |
| func (s *MatchmakingRuleSet) SetCreationTime(v time.Time) *MatchmakingRuleSet { |
| s.CreationTime = &v |
| return s |
| } |
| |
| // SetRuleSetArn sets the RuleSetArn field's value. |
| func (s *MatchmakingRuleSet) SetRuleSetArn(v string) *MatchmakingRuleSet { |
| s.RuleSetArn = &v |
| return s |
| } |
| |
| // SetRuleSetBody sets the RuleSetBody field's value. |
| func (s *MatchmakingRuleSet) SetRuleSetBody(v string) *MatchmakingRuleSet { |
| s.RuleSetBody = &v |
| return s |
| } |
| |
| // SetRuleSetName sets the RuleSetName field's value. |
| func (s *MatchmakingRuleSet) SetRuleSetName(v string) *MatchmakingRuleSet { |
| s.RuleSetName = &v |
| return s |
| } |
| |
| // Ticket generated to track the progress of a matchmaking request. Each ticket |
| // is uniquely identified by a ticket ID, supplied by the requester, when creating |
| // a matchmaking request with StartMatchmaking. Tickets can be retrieved by |
| // calling DescribeMatchmaking with the ticket ID. |
| type MatchmakingTicket struct { |
| _ struct{} `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // associated with the GameLift matchmaking configuration resource that is used |
| // with this ticket. |
| ConfigurationArn *string `type:"string"` |
| |
| // Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking |
| // configurations determine how players are grouped into a match and how a new |
| // game session is created for the match. |
| ConfigurationName *string `type:"string"` |
| |
| // Time stamp indicating when this matchmaking request stopped being processed |
| // due to success, failure, or cancellation. Format is a number expressed in |
| // Unix time as milliseconds (for example "1469498468.057"). |
| EndTime *time.Time `type:"timestamp"` |
| |
| // Average amount of time (in seconds) that players are currently waiting for |
| // a match. If there is not enough recent data, this property may be empty. |
| EstimatedWaitTime *int64 `type:"integer"` |
| |
| // Identifier and connection information of the game session created for the |
| // match. This information is added to the ticket only after the matchmaking |
| // request has been successfully completed. This parameter is not set when FlexMatch |
| // is being used without GameLift hosting. |
| GameSessionConnectionInfo *GameSessionConnectionInfo `type:"structure"` |
| |
| // A set of Player objects, each representing a player to find matches for. |
| // Players are identified by a unique player ID and may include latency data |
| // for use during matchmaking. If the ticket is in status COMPLETED, the Player |
| // objects include the team the players were assigned to in the resulting match. |
| Players []*Player `type:"list"` |
| |
| // Time stamp indicating when this matchmaking request was received. Format |
| // is a number expressed in Unix time as milliseconds (for example "1469498468.057"). |
| StartTime *time.Time `type:"timestamp"` |
| |
| // Current status of the matchmaking request. |
| // |
| // * QUEUED -- The matchmaking request has been received and is currently |
| // waiting to be processed. |
| // |
| // * SEARCHING -- The matchmaking request is currently being processed. |
| // |
| // * REQUIRES_ACCEPTANCE -- A match has been proposed and the players must |
| // accept the match (see AcceptMatch). This status is used only with requests |
| // that use a matchmaking configuration with a player acceptance requirement. |
| // |
| // * PLACING -- The FlexMatch engine has matched players and is in the process |
| // of placing a new game session for the match. |
| // |
| // * COMPLETED -- Players have been matched and a game session is ready to |
| // host the players. A ticket in this state contains the necessary connection |
| // information for players. |
| // |
| // * FAILED -- The matchmaking request was not completed. |
| // |
| // * CANCELLED -- The matchmaking request was canceled. This may be the result |
| // of a call to StopMatchmaking or a proposed match that one or more players |
| // failed to accept. |
| // |
| // * TIMED_OUT -- The matchmaking request was not successful within the duration |
| // specified in the matchmaking configuration. |
| // |
| // Matchmaking requests that fail to successfully complete (statuses FAILED, |
| // CANCELLED, TIMED_OUT) can be resubmitted as new requests with new ticket |
| // IDs. |
| Status *string `type:"string" enum:"MatchmakingConfigurationStatus"` |
| |
| // Additional information about the current status. |
| StatusMessage *string `type:"string"` |
| |
| // Code to explain the current status. For example, a status reason may indicate |
| // when a ticket has returned to SEARCHING status after a proposed match fails |
| // to receive player acceptances. |
| StatusReason *string `type:"string"` |
| |
| // A unique identifier for a matchmaking ticket. |
| TicketId *string `type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s MatchmakingTicket) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s MatchmakingTicket) GoString() string { |
| return s.String() |
| } |
| |
| // SetConfigurationArn sets the ConfigurationArn field's value. |
| func (s *MatchmakingTicket) SetConfigurationArn(v string) *MatchmakingTicket { |
| s.ConfigurationArn = &v |
| return s |
| } |
| |
| // SetConfigurationName sets the ConfigurationName field's value. |
| func (s *MatchmakingTicket) SetConfigurationName(v string) *MatchmakingTicket { |
| s.ConfigurationName = &v |
| return s |
| } |
| |
| // SetEndTime sets the EndTime field's value. |
| func (s *MatchmakingTicket) SetEndTime(v time.Time) *MatchmakingTicket { |
| s.EndTime = &v |
| return s |
| } |
| |
| // SetEstimatedWaitTime sets the EstimatedWaitTime field's value. |
| func (s *MatchmakingTicket) SetEstimatedWaitTime(v int64) *MatchmakingTicket { |
| s.EstimatedWaitTime = &v |
| return s |
| } |
| |
| // SetGameSessionConnectionInfo sets the GameSessionConnectionInfo field's value. |
| func (s *MatchmakingTicket) SetGameSessionConnectionInfo(v *GameSessionConnectionInfo) *MatchmakingTicket { |
| s.GameSessionConnectionInfo = v |
| return s |
| } |
| |
| // SetPlayers sets the Players field's value. |
| func (s *MatchmakingTicket) SetPlayers(v []*Player) *MatchmakingTicket { |
| s.Players = v |
| return s |
| } |
| |
| // SetStartTime sets the StartTime field's value. |
| func (s *MatchmakingTicket) SetStartTime(v time.Time) *MatchmakingTicket { |
| s.StartTime = &v |
| return s |
| } |
| |
| // SetStatus sets the Status field's value. |
| func (s *MatchmakingTicket) SetStatus(v string) *MatchmakingTicket { |
| s.Status = &v |
| return s |
| } |
| |
| // SetStatusMessage sets the StatusMessage field's value. |
| func (s *MatchmakingTicket) SetStatusMessage(v string) *MatchmakingTicket { |
| s.StatusMessage = &v |
| return s |
| } |
| |
| // SetStatusReason sets the StatusReason field's value. |
| func (s *MatchmakingTicket) SetStatusReason(v string) *MatchmakingTicket { |
| s.StatusReason = &v |
| return s |
| } |
| |
| // SetTicketId sets the TicketId field's value. |
| func (s *MatchmakingTicket) SetTicketId(v string) *MatchmakingTicket { |
| s.TicketId = &v |
| return s |
| } |
| |
| // A service resource associated with the request could not be found. Clients |
| // should not retry such requests. |
| type NotFoundException struct { |
| _ struct{} `type:"structure"` |
| RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` |
| |
| Message_ *string `locationName:"Message" min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s NotFoundException) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s NotFoundException) GoString() string { |
| return s.String() |
| } |
| |
| func newErrorNotFoundException(v protocol.ResponseMetadata) error { |
| return &NotFoundException{ |
| RespMetadata: v, |
| } |
| } |
| |
| // Code returns the exception type name. |
| func (s *NotFoundException) Code() string { |
| return "NotFoundException" |
| } |
| |
| // Message returns the exception's message. |
| func (s *NotFoundException) Message() string { |
| if s.Message_ != nil { |
| return *s.Message_ |
| } |
| return "" |
| } |
| |
| // OrigErr always returns nil, satisfies awserr.Error interface. |
| func (s *NotFoundException) OrigErr() error { |
| return nil |
| } |
| |
| func (s *NotFoundException) Error() string { |
| return fmt.Sprintf("%s: %s", s.Code(), s.Message()) |
| } |
| |
| // Status code returns the HTTP status code for the request's response error. |
| func (s *NotFoundException) StatusCode() int { |
| return s.RespMetadata.StatusCode |
| } |
| |
| // RequestID returns the service's response RequestID for request. |
| func (s *NotFoundException) RequestID() string { |
| return s.RespMetadata.RequestID |
| } |
| |
| // The specified game server group has no available game servers to fulfill |
| // a ClaimGameServer request. Clients can retry such requests immediately or |
| // after a waiting period. |
| type OutOfCapacityException struct { |
| _ struct{} `type:"structure"` |
| RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` |
| |
| Message_ *string `locationName:"Message" min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s OutOfCapacityException) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s OutOfCapacityException) GoString() string { |
| return s.String() |
| } |
| |
| func newErrorOutOfCapacityException(v protocol.ResponseMetadata) error { |
| return &OutOfCapacityException{ |
| RespMetadata: v, |
| } |
| } |
| |
| // Code returns the exception type name. |
| func (s *OutOfCapacityException) Code() string { |
| return "OutOfCapacityException" |
| } |
| |
| // Message returns the exception's message. |
| func (s *OutOfCapacityException) Message() string { |
| if s.Message_ != nil { |
| return *s.Message_ |
| } |
| return "" |
| } |
| |
| // OrigErr always returns nil, satisfies awserr.Error interface. |
| func (s *OutOfCapacityException) OrigErr() error { |
| return nil |
| } |
| |
| func (s *OutOfCapacityException) Error() string { |
| return fmt.Sprintf("%s: %s", s.Code(), s.Message()) |
| } |
| |
| // Status code returns the HTTP status code for the request's response error. |
| func (s *OutOfCapacityException) StatusCode() int { |
| return s.RespMetadata.StatusCode |
| } |
| |
| // RequestID returns the service's response RequestID for request. |
| func (s *OutOfCapacityException) RequestID() string { |
| return s.RespMetadata.RequestID |
| } |
| |
| // Information about a player session that was created as part of a StartGameSessionPlacement |
| // request. This object contains only the player ID and player session ID. To |
| // retrieve full details on a player session, call DescribePlayerSessions with |
| // the player session ID. |
| // |
| // Related actions |
| // |
| // CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement |
| // | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task |
| // (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| type PlacedPlayerSession struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for a player that is associated with this player session. |
| PlayerId *string `min:"1" type:"string"` |
| |
| // A unique identifier for a player session. |
| PlayerSessionId *string `type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s PlacedPlayerSession) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s PlacedPlayerSession) GoString() string { |
| return s.String() |
| } |
| |
| // SetPlayerId sets the PlayerId field's value. |
| func (s *PlacedPlayerSession) SetPlayerId(v string) *PlacedPlayerSession { |
| s.PlayerId = &v |
| return s |
| } |
| |
| // SetPlayerSessionId sets the PlayerSessionId field's value. |
| func (s *PlacedPlayerSession) SetPlayerSessionId(v string) *PlacedPlayerSession { |
| s.PlayerSessionId = &v |
| return s |
| } |
| |
| // Represents a player in matchmaking. When starting a matchmaking request, |
| // a player has a player ID, attributes, and may have latency data. Team information |
| // is added after a match has been successfully completed. |
| type Player struct { |
| _ struct{} `type:"structure"` |
| |
| // A set of values, expressed in milliseconds, that indicates the amount of |
| // latency that a player experiences when connected to @aws; Regions. If this |
| // property is present, FlexMatch considers placing the match only in Regions |
| // for which latency is reported. |
| // |
| // If a matchmaker has a rule that evaluates player latency, players must report |
| // latency in order to be matched. If no latency is reported in this scenario, |
| // FlexMatch assumes that no Regions are available to the player and the ticket |
| // is not matchable. |
| LatencyInMs map[string]*int64 `type:"map"` |
| |
| // A collection of key:value pairs containing player information for use in |
| // matchmaking. Player attribute keys must match the playerAttributes used in |
| // a matchmaking rule set. Example: "PlayerAttributes": {"skill": {"N": "23"}, |
| // "gameMode": {"S": "deathmatch"}}. |
| PlayerAttributes map[string]*AttributeValue `type:"map"` |
| |
| // A unique identifier for a player |
| PlayerId *string `min:"1" type:"string"` |
| |
| // Name of the team that the player is assigned to in a match. Team names are |
| // defined in a matchmaking rule set. |
| Team *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s Player) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s Player) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *Player) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "Player"} |
| if s.PlayerId != nil && len(*s.PlayerId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1)) |
| } |
| if s.Team != nil && len(*s.Team) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Team", 1)) |
| } |
| if s.PlayerAttributes != nil { |
| for i, v := range s.PlayerAttributes { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "PlayerAttributes", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetLatencyInMs sets the LatencyInMs field's value. |
| func (s *Player) SetLatencyInMs(v map[string]*int64) *Player { |
| s.LatencyInMs = v |
| return s |
| } |
| |
| // SetPlayerAttributes sets the PlayerAttributes field's value. |
| func (s *Player) SetPlayerAttributes(v map[string]*AttributeValue) *Player { |
| s.PlayerAttributes = v |
| return s |
| } |
| |
| // SetPlayerId sets the PlayerId field's value. |
| func (s *Player) SetPlayerId(v string) *Player { |
| s.PlayerId = &v |
| return s |
| } |
| |
| // SetTeam sets the Team field's value. |
| func (s *Player) SetTeam(v string) *Player { |
| s.Team = &v |
| return s |
| } |
| |
| // Regional latency information for a player, used when requesting a new game |
| // session with StartGameSessionPlacement. This value indicates the amount of |
| // time lag that exists when the player is connected to a fleet in the specified |
| // Region. The relative difference between a player's latency values for multiple |
| // Regions are used to determine which fleets are best suited to place a new |
| // game session for the player. |
| type PlayerLatency struct { |
| _ struct{} `type:"structure"` |
| |
| // Amount of time that represents the time lag experienced by the player when |
| // connected to the specified Region. |
| LatencyInMilliseconds *float64 `type:"float"` |
| |
| // A unique identifier for a player associated with the latency data. |
| PlayerId *string `min:"1" type:"string"` |
| |
| // Name of the Region that is associated with the latency value. |
| RegionIdentifier *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s PlayerLatency) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s PlayerLatency) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *PlayerLatency) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "PlayerLatency"} |
| if s.PlayerId != nil && len(*s.PlayerId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1)) |
| } |
| if s.RegionIdentifier != nil && len(*s.RegionIdentifier) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("RegionIdentifier", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetLatencyInMilliseconds sets the LatencyInMilliseconds field's value. |
| func (s *PlayerLatency) SetLatencyInMilliseconds(v float64) *PlayerLatency { |
| s.LatencyInMilliseconds = &v |
| return s |
| } |
| |
| // SetPlayerId sets the PlayerId field's value. |
| func (s *PlayerLatency) SetPlayerId(v string) *PlayerLatency { |
| s.PlayerId = &v |
| return s |
| } |
| |
| // SetRegionIdentifier sets the RegionIdentifier field's value. |
| func (s *PlayerLatency) SetRegionIdentifier(v string) *PlayerLatency { |
| s.RegionIdentifier = &v |
| return s |
| } |
| |
| // 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. |
| // |
| // Latency policies are part of a GameSessionQueue. |
| type PlayerLatencyPolicy struct { |
| _ struct{} `type:"structure"` |
| |
| // The maximum latency value that is allowed for any player, in milliseconds. |
| // All policies must have a value set for this property. |
| MaximumIndividualPlayerLatencyMilliseconds *int64 `type:"integer"` |
| |
| // 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. |
| PolicyDurationSeconds *int64 `type:"integer"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s PlayerLatencyPolicy) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s PlayerLatencyPolicy) GoString() string { |
| return s.String() |
| } |
| |
| // SetMaximumIndividualPlayerLatencyMilliseconds sets the MaximumIndividualPlayerLatencyMilliseconds field's value. |
| func (s *PlayerLatencyPolicy) SetMaximumIndividualPlayerLatencyMilliseconds(v int64) *PlayerLatencyPolicy { |
| s.MaximumIndividualPlayerLatencyMilliseconds = &v |
| return s |
| } |
| |
| // SetPolicyDurationSeconds sets the PolicyDurationSeconds field's value. |
| func (s *PlayerLatencyPolicy) SetPolicyDurationSeconds(v int64) *PlayerLatencyPolicy { |
| s.PolicyDurationSeconds = &v |
| return s |
| } |
| |
| // Represents a player session. Player sessions are created either for a specific |
| // game session, or as part of a game session placement or matchmaking request. |
| // A player session can represents a reserved player slot in a game session |
| // (when status is RESERVED) or actual player activity in a game session (when |
| // status is ACTIVE). A player session object, including player data, is automatically |
| // passed to a game session when the player connects to the game session and |
| // is validated. After the game session ends, player sessions information is |
| // retained for 30 days and then removed. |
| // |
| // Related actions |
| // |
| // CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement |
| // | DescribeGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| type PlayerSession struct { |
| _ struct{} `type:"structure"` |
| |
| // A time stamp indicating when this data object was created. Format is a number |
| // expressed in Unix time as milliseconds (for example "1469498468.057"). |
| CreationTime *time.Time `type:"timestamp"` |
| |
| // The DNS identifier assigned to the instance that is running the game session. |
| // Values have the following format: |
| // |
| // * TLS-enabled fleets: <unique identifier>.<region identifier>.amazongamelift.com. |
| // |
| // * Non-TLS-enabled fleets: ec2-<unique identifier>.compute.amazonaws.com. |
| // (See Amazon EC2 Instance IP Addressing (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-instance-addressing.html#concepts-public-addresses).) |
| // |
| // When connecting to a game session that is running on a TLS-enabled fleet, |
| // you must use the DNS name, not the IP address. |
| DnsName *string `type:"string"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // associated with the GameLift fleet that the player's game session is running |
| // on. |
| FleetArn *string `type:"string"` |
| |
| // A unique identifier for the fleet that the player's game session is running |
| // on. |
| FleetId *string `type:"string"` |
| |
| // A unique identifier for the game session that the player session is connected |
| // to. |
| GameSessionId *string `min:"1" type:"string"` |
| |
| // The IP address of the game session. To connect to a GameLift game server, |
| // an app needs both the IP address and port number. |
| IpAddress *string `min:"1" type:"string"` |
| |
| // Developer-defined information related to a player. GameLift does not use |
| // this data, so it can be formatted as needed for use in the game. |
| PlayerData *string `min:"1" type:"string"` |
| |
| // A unique identifier for a player that is associated with this player session. |
| PlayerId *string `min:"1" type:"string"` |
| |
| // A unique identifier for a player session. |
| PlayerSessionId *string `type:"string"` |
| |
| // Port number for the game session. To connect to a Amazon GameLift server |
| // process, an app needs both the IP address and port number. |
| Port *int64 `min:"1" type:"integer"` |
| |
| // Current status of the player session. |
| // |
| // Possible player session statuses include the following: |
| // |
| // * RESERVED -- The player session request has been received, but the player |
| // has not yet connected to the server process and/or been validated. |
| // |
| // * ACTIVE -- The player has been validated by the server process and is |
| // currently connected. |
| // |
| // * COMPLETED -- The player connection has been dropped. |
| // |
| // * TIMEDOUT -- A player session request was received, but the player did |
| // not connect and/or was not validated within the timeout limit (60 seconds). |
| Status *string `type:"string" enum:"PlayerSessionStatus"` |
| |
| // A time stamp indicating when this data object was terminated. Format is a |
| // number expressed in Unix time as milliseconds (for example "1469498468.057"). |
| TerminationTime *time.Time `type:"timestamp"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s PlayerSession) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s PlayerSession) GoString() string { |
| return s.String() |
| } |
| |
| // SetCreationTime sets the CreationTime field's value. |
| func (s *PlayerSession) SetCreationTime(v time.Time) *PlayerSession { |
| s.CreationTime = &v |
| return s |
| } |
| |
| // SetDnsName sets the DnsName field's value. |
| func (s *PlayerSession) SetDnsName(v string) *PlayerSession { |
| s.DnsName = &v |
| return s |
| } |
| |
| // SetFleetArn sets the FleetArn field's value. |
| func (s *PlayerSession) SetFleetArn(v string) *PlayerSession { |
| s.FleetArn = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *PlayerSession) SetFleetId(v string) *PlayerSession { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetGameSessionId sets the GameSessionId field's value. |
| func (s *PlayerSession) SetGameSessionId(v string) *PlayerSession { |
| s.GameSessionId = &v |
| return s |
| } |
| |
| // SetIpAddress sets the IpAddress field's value. |
| func (s *PlayerSession) SetIpAddress(v string) *PlayerSession { |
| s.IpAddress = &v |
| return s |
| } |
| |
| // SetPlayerData sets the PlayerData field's value. |
| func (s *PlayerSession) SetPlayerData(v string) *PlayerSession { |
| s.PlayerData = &v |
| return s |
| } |
| |
| // SetPlayerId sets the PlayerId field's value. |
| func (s *PlayerSession) SetPlayerId(v string) *PlayerSession { |
| s.PlayerId = &v |
| return s |
| } |
| |
| // SetPlayerSessionId sets the PlayerSessionId field's value. |
| func (s *PlayerSession) SetPlayerSessionId(v string) *PlayerSession { |
| s.PlayerSessionId = &v |
| return s |
| } |
| |
| // SetPort sets the Port field's value. |
| func (s *PlayerSession) SetPort(v int64) *PlayerSession { |
| s.Port = &v |
| return s |
| } |
| |
| // SetStatus sets the Status field's value. |
| func (s *PlayerSession) SetStatus(v string) *PlayerSession { |
| s.Status = &v |
| return s |
| } |
| |
| // SetTerminationTime sets the TerminationTime field's value. |
| func (s *PlayerSession) SetTerminationTime(v time.Time) *PlayerSession { |
| s.TerminationTime = &v |
| return s |
| } |
| |
| // Custom prioritization settings for use by a game session queue when placing |
| // new game sessions with available game servers. When defined, this configuration |
| // replaces the default FleetIQ prioritization process, which is as follows: |
| // |
| // * If player latency data is included in a game session request, destinations |
| // and locations are prioritized first based on lowest average latency (1), |
| // then on lowest hosting cost (2), then on destination list order (3), and |
| // finally on location (alphabetical) (4). This approach ensures that the |
| // queue's top priority is to place game sessions where average player latency |
| // is lowest, and--if latency is the same--where the hosting cost is less, |
| // etc. |
| // |
| // * If player latency data is not included, destinations and locations are |
| // prioritized first on destination list order (1), and then on location |
| // (alphabetical) (2). This approach ensures that the queue's top priority |
| // is to place game sessions on the first destination fleet listed. If that |
| // fleet has multiple locations, the game session is placed on the first |
| // location (when listed alphabetically). |
| // |
| // Changing the priority order will affect how game sessions are placed. |
| // |
| // Priority configurations are part of a GameSessionQueue. |
| type PriorityConfiguration struct { |
| _ struct{} `type:"structure"` |
| |
| // The prioritization order to use for fleet locations, when the PriorityOrder |
| // property includes LOCATION. Locations are identified by Amazon Web Services |
| // Region codes such as us-west-2. Each location can only be listed once. |
| LocationOrder []*string `min:"1" type:"list"` |
| |
| // The recommended sequence to use when prioritizing where to place new game |
| // sessions. Each type can only be listed once. |
| // |
| // * LATENCY -- FleetIQ prioritizes locations where the average player latency |
| // (provided in each game session request) is lowest. |
| // |
| // * COST -- FleetIQ prioritizes destinations with the lowest current hosting |
| // costs. Cost is evaluated based on the location, instance type, and fleet |
| // type (Spot or On-Demand) for each destination in the queue. |
| // |
| // * DESTINATION -- FleetIQ prioritizes based on the order that destinations |
| // are listed in the queue configuration. |
| // |
| // * LOCATION -- FleetIQ prioritizes based on the provided order of locations, |
| // as defined in LocationOrder. |
| PriorityOrder []*string `min:"1" type:"list" enum:"PriorityType"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s PriorityConfiguration) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s PriorityConfiguration) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *PriorityConfiguration) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "PriorityConfiguration"} |
| if s.LocationOrder != nil && len(s.LocationOrder) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("LocationOrder", 1)) |
| } |
| if s.PriorityOrder != nil && len(s.PriorityOrder) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PriorityOrder", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetLocationOrder sets the LocationOrder field's value. |
| func (s *PriorityConfiguration) SetLocationOrder(v []*string) *PriorityConfiguration { |
| s.LocationOrder = v |
| return s |
| } |
| |
| // SetPriorityOrder sets the PriorityOrder field's value. |
| func (s *PriorityConfiguration) SetPriorityOrder(v []*string) *PriorityConfiguration { |
| s.PriorityOrder = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type PutScalingPolicyInput struct { |
| _ struct{} `type:"structure"` |
| |
| // Comparison operator to use when measuring the metric against the threshold |
| // value. |
| ComparisonOperator *string `type:"string" enum:"ComparisonOperatorType"` |
| |
| // Length of time (in minutes) the metric must be at or beyond the threshold |
| // before a scaling event is triggered. |
| EvaluationPeriods *int64 `min:"1" type:"integer"` |
| |
| // A unique identifier for the fleet to apply this policy to. You can use either |
| // the fleet ID or ARN value. The fleet cannot be in any of the following statuses: |
| // ERROR or DELETING. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // Name of the Amazon GameLift-defined metric that is used to trigger a scaling |
| // adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon |
| // GameLift with Amazon CloudWatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html). |
| // |
| // * ActivatingGameSessions -- Game sessions in the process of being created. |
| // |
| // * ActiveGameSessions -- Game sessions that are currently running. |
| // |
| // * ActiveInstances -- Fleet instances that are currently running at least |
| // one game session. |
| // |
| // * AvailableGameSessions -- Additional game sessions that fleet could host |
| // simultaneously, given current capacity. |
| // |
| // * AvailablePlayerSessions -- Empty player slots in currently active game |
| // sessions. This includes game sessions that are not currently accepting |
| // players. Reserved player slots are not included. |
| // |
| // * CurrentPlayerSessions -- Player slots in active game sessions that are |
| // being used by a player or are reserved for a player. |
| // |
| // * IdleInstances -- Active instances that are currently hosting zero game |
| // sessions. |
| // |
| // * PercentAvailableGameSessions -- Unused percentage of the total number |
| // of game sessions that a fleet could host simultaneously, given current |
| // capacity. Use this metric for a target-based scaling policy. |
| // |
| // * PercentIdleInstances -- Percentage of the total number of active instances |
| // that are hosting zero game sessions. |
| // |
| // * QueueDepth -- Pending game session placement requests, in any queue, |
| // where the current fleet is the top-priority destination. |
| // |
| // * WaitTime -- Current wait time for pending game session placement requests, |
| // in any queue, where the current fleet is the top-priority destination. |
| // |
| // MetricName is a required field |
| MetricName *string `type:"string" required:"true" enum:"MetricName"` |
| |
| // A descriptive label that is associated with a fleet's scaling policy. Policy |
| // names do not need to be unique. A fleet can have only one scaling policy |
| // with the same name. |
| // |
| // Name is a required field |
| Name *string `min:"1" type:"string" required:"true"` |
| |
| // The type of scaling policy to create. For a target-based policy, set the |
| // parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. |
| // For a rule-based policy set the following parameters: MetricName, ComparisonOperator, |
| // Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment. |
| PolicyType *string `type:"string" enum:"PolicyType"` |
| |
| // Amount of adjustment to make, based on the scaling adjustment type. |
| ScalingAdjustment *int64 `type:"integer"` |
| |
| // The type of adjustment to make to a fleet's instance count (see FleetCapacity): |
| // |
| // * ChangeInCapacity -- add (or subtract) the scaling adjustment value from |
| // the current instance count. Positive values scale up while negative values |
| // scale down. |
| // |
| // * ExactCapacity -- set the instance count to the scaling adjustment value. |
| // |
| // * PercentChangeInCapacity -- increase or reduce the current instance count |
| // by the scaling adjustment, read as a percentage. Positive values scale |
| // up while negative values scale down; for example, a value of "-10" scales |
| // the fleet down by 10%. |
| ScalingAdjustmentType *string `type:"string" enum:"ScalingAdjustmentType"` |
| |
| // An object that contains settings for a target-based scaling policy. |
| TargetConfiguration *TargetConfiguration `type:"structure"` |
| |
| // Metric value used to trigger a scaling event. |
| Threshold *float64 `type:"double"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s PutScalingPolicyInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s PutScalingPolicyInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *PutScalingPolicyInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "PutScalingPolicyInput"} |
| if s.EvaluationPeriods != nil && *s.EvaluationPeriods < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("EvaluationPeriods", 1)) |
| } |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.MetricName == nil { |
| invalidParams.Add(request.NewErrParamRequired("MetricName")) |
| } |
| if s.Name == nil { |
| invalidParams.Add(request.NewErrParamRequired("Name")) |
| } |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| if s.TargetConfiguration != nil { |
| if err := s.TargetConfiguration.Validate(); err != nil { |
| invalidParams.AddNested("TargetConfiguration", err.(request.ErrInvalidParams)) |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetComparisonOperator sets the ComparisonOperator field's value. |
| func (s *PutScalingPolicyInput) SetComparisonOperator(v string) *PutScalingPolicyInput { |
| s.ComparisonOperator = &v |
| return s |
| } |
| |
| // SetEvaluationPeriods sets the EvaluationPeriods field's value. |
| func (s *PutScalingPolicyInput) SetEvaluationPeriods(v int64) *PutScalingPolicyInput { |
| s.EvaluationPeriods = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *PutScalingPolicyInput) SetFleetId(v string) *PutScalingPolicyInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetMetricName sets the MetricName field's value. |
| func (s *PutScalingPolicyInput) SetMetricName(v string) *PutScalingPolicyInput { |
| s.MetricName = &v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *PutScalingPolicyInput) SetName(v string) *PutScalingPolicyInput { |
| s.Name = &v |
| return s |
| } |
| |
| // SetPolicyType sets the PolicyType field's value. |
| func (s *PutScalingPolicyInput) SetPolicyType(v string) *PutScalingPolicyInput { |
| s.PolicyType = &v |
| return s |
| } |
| |
| // SetScalingAdjustment sets the ScalingAdjustment field's value. |
| func (s *PutScalingPolicyInput) SetScalingAdjustment(v int64) *PutScalingPolicyInput { |
| s.ScalingAdjustment = &v |
| return s |
| } |
| |
| // SetScalingAdjustmentType sets the ScalingAdjustmentType field's value. |
| func (s *PutScalingPolicyInput) SetScalingAdjustmentType(v string) *PutScalingPolicyInput { |
| s.ScalingAdjustmentType = &v |
| return s |
| } |
| |
| // SetTargetConfiguration sets the TargetConfiguration field's value. |
| func (s *PutScalingPolicyInput) SetTargetConfiguration(v *TargetConfiguration) *PutScalingPolicyInput { |
| s.TargetConfiguration = v |
| return s |
| } |
| |
| // SetThreshold sets the Threshold field's value. |
| func (s *PutScalingPolicyInput) SetThreshold(v float64) *PutScalingPolicyInput { |
| s.Threshold = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type PutScalingPolicyOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A descriptive label that is associated with a fleet's scaling policy. Policy |
| // names do not need to be unique. |
| Name *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s PutScalingPolicyOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s PutScalingPolicyOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *PutScalingPolicyOutput) SetName(v string) *PutScalingPolicyOutput { |
| s.Name = &v |
| return s |
| } |
| |
| type RegisterGameServerInput struct { |
| _ struct{} `type:"structure"` |
| |
| // Information that is needed to make inbound client connections to the game |
| // server. This might include the IP address and port, DNS name, and other information. |
| ConnectionInfo *string `min:"1" type:"string"` |
| |
| // A set of custom game server properties, formatted as a single string value. |
| // This data is passed to a game client or service when it requests information |
| // on game servers using ListGameServers or ClaimGameServer. |
| GameServerData *string `min:"1" type:"string"` |
| |
| // A unique identifier for the game server group where the game server is running. |
| // Use either the GameServerGroup name or ARN value. |
| // |
| // GameServerGroupName is a required field |
| GameServerGroupName *string `min:"1" type:"string" required:"true"` |
| |
| // A custom string that uniquely identifies the game server to register. Game |
| // server IDs are developer-defined and must be unique across all game server |
| // groups in your Amazon Web Services account. |
| // |
| // GameServerId is a required field |
| GameServerId *string `min:"3" type:"string" required:"true"` |
| |
| // The unique identifier for the instance where the game server is running. |
| // This ID is available in the instance metadata. EC2 instance IDs use a 17-character |
| // format, for example: i-1234567890abcdef0. |
| // |
| // InstanceId is a required field |
| InstanceId *string `min:"19" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s RegisterGameServerInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s RegisterGameServerInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *RegisterGameServerInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "RegisterGameServerInput"} |
| if s.ConnectionInfo != nil && len(*s.ConnectionInfo) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("ConnectionInfo", 1)) |
| } |
| if s.GameServerData != nil && len(*s.GameServerData) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerData", 1)) |
| } |
| if s.GameServerGroupName == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) |
| } |
| if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) |
| } |
| if s.GameServerId == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameServerId")) |
| } |
| if s.GameServerId != nil && len(*s.GameServerId) < 3 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerId", 3)) |
| } |
| if s.InstanceId == nil { |
| invalidParams.Add(request.NewErrParamRequired("InstanceId")) |
| } |
| if s.InstanceId != nil && len(*s.InstanceId) < 19 { |
| invalidParams.Add(request.NewErrParamMinLen("InstanceId", 19)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetConnectionInfo sets the ConnectionInfo field's value. |
| func (s *RegisterGameServerInput) SetConnectionInfo(v string) *RegisterGameServerInput { |
| s.ConnectionInfo = &v |
| return s |
| } |
| |
| // SetGameServerData sets the GameServerData field's value. |
| func (s *RegisterGameServerInput) SetGameServerData(v string) *RegisterGameServerInput { |
| s.GameServerData = &v |
| return s |
| } |
| |
| // SetGameServerGroupName sets the GameServerGroupName field's value. |
| func (s *RegisterGameServerInput) SetGameServerGroupName(v string) *RegisterGameServerInput { |
| s.GameServerGroupName = &v |
| return s |
| } |
| |
| // SetGameServerId sets the GameServerId field's value. |
| func (s *RegisterGameServerInput) SetGameServerId(v string) *RegisterGameServerInput { |
| s.GameServerId = &v |
| return s |
| } |
| |
| // SetInstanceId sets the InstanceId field's value. |
| func (s *RegisterGameServerInput) SetInstanceId(v string) *RegisterGameServerInput { |
| s.InstanceId = &v |
| return s |
| } |
| |
| type RegisterGameServerOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Object that describes the newly registered game server. |
| GameServer *GameServer `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s RegisterGameServerOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s RegisterGameServerOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameServer sets the GameServer field's value. |
| func (s *RegisterGameServerOutput) SetGameServer(v *GameServer) *RegisterGameServerOutput { |
| s.GameServer = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type RequestUploadCredentialsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the build to get credentials for. You can use either |
| // the build ID or ARN value. |
| // |
| // BuildId is a required field |
| BuildId *string `type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s RequestUploadCredentialsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s RequestUploadCredentialsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *RequestUploadCredentialsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "RequestUploadCredentialsInput"} |
| if s.BuildId == nil { |
| invalidParams.Add(request.NewErrParamRequired("BuildId")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetBuildId sets the BuildId field's value. |
| func (s *RequestUploadCredentialsInput) SetBuildId(v string) *RequestUploadCredentialsInput { |
| s.BuildId = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type RequestUploadCredentialsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Amazon S3 path and key, identifying where the game build files are stored. |
| StorageLocation *S3Location `type:"structure"` |
| |
| // Amazon Web Services credentials required when uploading a game build to the |
| // storage location. These credentials have a limited lifespan and are valid |
| // only for the build they were issued for. |
| // |
| // UploadCredentials is a sensitive parameter and its value will be |
| // replaced with "sensitive" in string returned by RequestUploadCredentialsOutput's |
| // String and GoString methods. |
| UploadCredentials *AwsCredentials `type:"structure" sensitive:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s RequestUploadCredentialsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s RequestUploadCredentialsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetStorageLocation sets the StorageLocation field's value. |
| func (s *RequestUploadCredentialsOutput) SetStorageLocation(v *S3Location) *RequestUploadCredentialsOutput { |
| s.StorageLocation = v |
| return s |
| } |
| |
| // SetUploadCredentials sets the UploadCredentials field's value. |
| func (s *RequestUploadCredentialsOutput) SetUploadCredentials(v *AwsCredentials) *RequestUploadCredentialsOutput { |
| s.UploadCredentials = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type ResolveAliasInput struct { |
| _ struct{} `type:"structure"` |
| |
| // The unique identifier of the alias that you want to retrieve a fleet ID for. |
| // You can use either the alias ID or ARN value. |
| // |
| // AliasId is a required field |
| AliasId *string `type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ResolveAliasInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ResolveAliasInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *ResolveAliasInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "ResolveAliasInput"} |
| if s.AliasId == nil { |
| invalidParams.Add(request.NewErrParamRequired("AliasId")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetAliasId sets the AliasId field's value. |
| func (s *ResolveAliasInput) SetAliasId(v string) *ResolveAliasInput { |
| s.AliasId = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type ResolveAliasOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // associated with the GameLift fleet resource that this alias points to. |
| FleetArn *string `type:"string"` |
| |
| // The fleet identifier that the alias is pointing to. |
| FleetId *string `type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ResolveAliasOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ResolveAliasOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetArn sets the FleetArn field's value. |
| func (s *ResolveAliasOutput) SetFleetArn(v string) *ResolveAliasOutput { |
| s.FleetArn = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *ResolveAliasOutput) SetFleetId(v string) *ResolveAliasOutput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // A policy that puts limits on the number of game sessions that a player can |
| // create within a specified span of time. With this policy, you can control |
| // players' ability to consume available resources. |
| // |
| // The policy is evaluated when a player tries to create a new game session. |
| // On receiving a CreateGameSession request, GameLift checks that the player |
| // (identified by CreatorId) has created fewer than game session limit in the |
| // specified time period. |
| // |
| // The resource creation limit policy is included in FleetAttributes. |
| type ResourceCreationLimitPolicy struct { |
| _ struct{} `type:"structure"` |
| |
| // The maximum number of game sessions that an individual can create during |
| // the policy period. |
| NewGameSessionsPerCreator *int64 `type:"integer"` |
| |
| // The time span used in evaluating the resource creation limit policy. |
| PolicyPeriodInMinutes *int64 `type:"integer"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ResourceCreationLimitPolicy) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ResourceCreationLimitPolicy) GoString() string { |
| return s.String() |
| } |
| |
| // SetNewGameSessionsPerCreator sets the NewGameSessionsPerCreator field's value. |
| func (s *ResourceCreationLimitPolicy) SetNewGameSessionsPerCreator(v int64) *ResourceCreationLimitPolicy { |
| s.NewGameSessionsPerCreator = &v |
| return s |
| } |
| |
| // SetPolicyPeriodInMinutes sets the PolicyPeriodInMinutes field's value. |
| func (s *ResourceCreationLimitPolicy) SetPolicyPeriodInMinutes(v int64) *ResourceCreationLimitPolicy { |
| s.PolicyPeriodInMinutes = &v |
| return s |
| } |
| |
| type ResumeGameServerGroupInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the game server group. Use either the GameServerGroup |
| // name or ARN value. |
| // |
| // GameServerGroupName is a required field |
| GameServerGroupName *string `min:"1" type:"string" required:"true"` |
| |
| // The activity to resume for this game server group. |
| // |
| // ResumeActions is a required field |
| ResumeActions []*string `min:"1" type:"list" required:"true" enum:"GameServerGroupAction"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ResumeGameServerGroupInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ResumeGameServerGroupInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *ResumeGameServerGroupInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "ResumeGameServerGroupInput"} |
| if s.GameServerGroupName == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) |
| } |
| if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) |
| } |
| if s.ResumeActions == nil { |
| invalidParams.Add(request.NewErrParamRequired("ResumeActions")) |
| } |
| if s.ResumeActions != nil && len(s.ResumeActions) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("ResumeActions", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetGameServerGroupName sets the GameServerGroupName field's value. |
| func (s *ResumeGameServerGroupInput) SetGameServerGroupName(v string) *ResumeGameServerGroupInput { |
| s.GameServerGroupName = &v |
| return s |
| } |
| |
| // SetResumeActions sets the ResumeActions field's value. |
| func (s *ResumeGameServerGroupInput) SetResumeActions(v []*string) *ResumeGameServerGroupInput { |
| s.ResumeActions = v |
| return s |
| } |
| |
| type ResumeGameServerGroupOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // An object that describes the game server group resource, with the SuspendedActions |
| // property updated to reflect the resumed activity. |
| GameServerGroup *GameServerGroup `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ResumeGameServerGroupOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ResumeGameServerGroupOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameServerGroup sets the GameServerGroup field's value. |
| func (s *ResumeGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *ResumeGameServerGroupOutput { |
| s.GameServerGroup = v |
| return s |
| } |
| |
| // The routing configuration for a fleet alias. |
| // |
| // Related actions |
| // |
| // CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| type RoutingStrategy struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet that the alias points to. This value is |
| // the fleet ID, not the fleet ARN. |
| FleetId *string `type:"string"` |
| |
| // The message text to be used with a terminal routing strategy. |
| Message *string `type:"string"` |
| |
| // The type of routing strategy for the alias. |
| // |
| // Possible routing types include the following: |
| // |
| // * SIMPLE - The alias resolves to one specific fleet. Use this type when |
| // routing to active fleets. |
| // |
| // * TERMINAL - The alias does not resolve to a fleet but instead can be |
| // used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException |
| // with the RoutingStrategy message embedded. |
| Type *string `type:"string" enum:"RoutingStrategyType"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s RoutingStrategy) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s RoutingStrategy) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *RoutingStrategy) SetFleetId(v string) *RoutingStrategy { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetMessage sets the Message field's value. |
| func (s *RoutingStrategy) SetMessage(v string) *RoutingStrategy { |
| s.Message = &v |
| return s |
| } |
| |
| // SetType sets the Type field's value. |
| func (s *RoutingStrategy) SetType(v string) *RoutingStrategy { |
| s.Type = &v |
| return s |
| } |
| |
| // A collection of server process configurations that describe the set of processes |
| // to run on each instance in a fleet. Server processes run either an executable |
| // in a custom game build or a Realtime Servers script. GameLift launches the |
| // configured processes, manages their life cycle, and replaces them as needed. |
| // Each instance checks regularly for an updated runtime configuration. |
| // |
| // A GameLift instance is limited to 50 processes running concurrently. To calculate |
| // the total number of processes in a runtime configuration, add the values |
| // of the ConcurrentExecutions parameter for each ServerProcess. Learn more |
| // about Running Multiple Processes on a Fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html). |
| // |
| // Related actions |
| // |
| // DescribeRuntimeConfiguration | UpdateRuntimeConfiguration |
| type RuntimeConfiguration struct { |
| _ struct{} `type:"structure"` |
| |
| // The maximum amount of time (in seconds) allowed to launch a new game session |
| // and have it report ready to host players. During this time, the game session |
| // is in status ACTIVATING. If the game session does not become active before |
| // the timeout, it is ended and the game session status is changed to TERMINATED. |
| GameSessionActivationTimeoutSeconds *int64 `min:"1" type:"integer"` |
| |
| // The number of game sessions in status ACTIVATING to allow on an instance. |
| // This setting limits the instance resources that can be used for new game |
| // activations at any one time. |
| MaxConcurrentGameSessionActivations *int64 `min:"1" type:"integer"` |
| |
| // A collection of server process configurations that identify what server processes |
| // to run on each instance in a fleet. |
| ServerProcesses []*ServerProcess `min:"1" type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s RuntimeConfiguration) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s RuntimeConfiguration) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *RuntimeConfiguration) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "RuntimeConfiguration"} |
| if s.GameSessionActivationTimeoutSeconds != nil && *s.GameSessionActivationTimeoutSeconds < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("GameSessionActivationTimeoutSeconds", 1)) |
| } |
| if s.MaxConcurrentGameSessionActivations != nil && *s.MaxConcurrentGameSessionActivations < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("MaxConcurrentGameSessionActivations", 1)) |
| } |
| if s.ServerProcesses != nil && len(s.ServerProcesses) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("ServerProcesses", 1)) |
| } |
| if s.ServerProcesses != nil { |
| for i, v := range s.ServerProcesses { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "ServerProcesses", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetGameSessionActivationTimeoutSeconds sets the GameSessionActivationTimeoutSeconds field's value. |
| func (s *RuntimeConfiguration) SetGameSessionActivationTimeoutSeconds(v int64) *RuntimeConfiguration { |
| s.GameSessionActivationTimeoutSeconds = &v |
| return s |
| } |
| |
| // SetMaxConcurrentGameSessionActivations sets the MaxConcurrentGameSessionActivations field's value. |
| func (s *RuntimeConfiguration) SetMaxConcurrentGameSessionActivations(v int64) *RuntimeConfiguration { |
| s.MaxConcurrentGameSessionActivations = &v |
| return s |
| } |
| |
| // SetServerProcesses sets the ServerProcesses field's value. |
| func (s *RuntimeConfiguration) SetServerProcesses(v []*ServerProcess) *RuntimeConfiguration { |
| s.ServerProcesses = v |
| return s |
| } |
| |
| // The location in Amazon S3 where build or script files are stored for access |
| // by Amazon GameLift. This location is specified in CreateBuild, CreateScript, |
| // and UpdateScript requests. |
| type S3Location struct { |
| _ struct{} `type:"structure"` |
| |
| // An Amazon S3 bucket identifier. This is the name of the S3 bucket. |
| // |
| // GameLift currently does not support uploading from Amazon S3 buckets with |
| // names that contain a dot (.). |
| Bucket *string `min:"1" type:"string"` |
| |
| // The name of the zip file that contains the build files or script files. |
| Key *string `min:"1" type:"string"` |
| |
| // The version of the file, if object versioning is turned on for the bucket. |
| // Amazon GameLift uses this information when retrieving files from an S3 bucket |
| // that you own. Use this parameter to specify a specific version of the file. |
| // If not set, the latest version of the file is retrieved. |
| ObjectVersion *string `min:"1" type:"string"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // for an IAM role that allows Amazon GameLift to access the S3 bucket. |
| RoleArn *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s S3Location) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s S3Location) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *S3Location) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "S3Location"} |
| if s.Bucket != nil && len(*s.Bucket) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Bucket", 1)) |
| } |
| if s.Key != nil && len(*s.Key) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Key", 1)) |
| } |
| if s.ObjectVersion != nil && len(*s.ObjectVersion) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("ObjectVersion", 1)) |
| } |
| if s.RoleArn != nil && len(*s.RoleArn) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("RoleArn", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetBucket sets the Bucket field's value. |
| func (s *S3Location) SetBucket(v string) *S3Location { |
| s.Bucket = &v |
| return s |
| } |
| |
| // SetKey sets the Key field's value. |
| func (s *S3Location) SetKey(v string) *S3Location { |
| s.Key = &v |
| return s |
| } |
| |
| // SetObjectVersion sets the ObjectVersion field's value. |
| func (s *S3Location) SetObjectVersion(v string) *S3Location { |
| s.ObjectVersion = &v |
| return s |
| } |
| |
| // SetRoleArn sets the RoleArn field's value. |
| func (s *S3Location) SetRoleArn(v string) *S3Location { |
| s.RoleArn = &v |
| return s |
| } |
| |
| // Rule that controls how a fleet is scaled. Scaling policies are uniquely identified |
| // by the combination of name and fleet ID. |
| // |
| // Related actions |
| // |
| // DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | |
| // PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions |
| // | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| type ScalingPolicy struct { |
| _ struct{} `type:"structure"` |
| |
| // Comparison operator to use when measuring a metric against the threshold |
| // value. |
| ComparisonOperator *string `type:"string" enum:"ComparisonOperatorType"` |
| |
| // Length of time (in minutes) the metric must be at or beyond the threshold |
| // before a scaling event is triggered. |
| EvaluationPeriods *int64 `min:"1" type:"integer"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift fleet resource and uniquely identifies it. |
| // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. |
| FleetArn *string `type:"string"` |
| |
| // A unique identifier for the fleet that is associated with this scaling policy. |
| FleetId *string `type:"string"` |
| |
| // The fleet location. |
| Location *string `min:"1" type:"string"` |
| |
| // Name of the Amazon GameLift-defined metric that is used to trigger a scaling |
| // adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon |
| // GameLift with Amazon CloudWatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html). |
| // |
| // * ActivatingGameSessions -- Game sessions in the process of being created. |
| // |
| // * ActiveGameSessions -- Game sessions that are currently running. |
| // |
| // * ActiveInstances -- Fleet instances that are currently running at least |
| // one game session. |
| // |
| // * AvailableGameSessions -- Additional game sessions that fleet could host |
| // simultaneously, given current capacity. |
| // |
| // * AvailablePlayerSessions -- Empty player slots in currently active game |
| // sessions. This includes game sessions that are not currently accepting |
| // players. Reserved player slots are not included. |
| // |
| // * CurrentPlayerSessions -- Player slots in active game sessions that are |
| // being used by a player or are reserved for a player. |
| // |
| // * IdleInstances -- Active instances that are currently hosting zero game |
| // sessions. |
| // |
| // * PercentAvailableGameSessions -- Unused percentage of the total number |
| // of game sessions that a fleet could host simultaneously, given current |
| // capacity. Use this metric for a target-based scaling policy. |
| // |
| // * PercentIdleInstances -- Percentage of the total number of active instances |
| // that are hosting zero game sessions. |
| // |
| // * QueueDepth -- Pending game session placement requests, in any queue, |
| // where the current fleet is the top-priority destination. |
| // |
| // * WaitTime -- Current wait time for pending game session placement requests, |
| // in any queue, where the current fleet is the top-priority destination. |
| MetricName *string `type:"string" enum:"MetricName"` |
| |
| // A descriptive label that is associated with a fleet's scaling policy. Policy |
| // names do not need to be unique. |
| Name *string `min:"1" type:"string"` |
| |
| // The type of scaling policy to create. For a target-based policy, set the |
| // parameter MetricName to 'PercentAvailableGameSessions' and specify a TargetConfiguration. |
| // For a rule-based policy set the following parameters: MetricName, ComparisonOperator, |
| // Threshold, EvaluationPeriods, ScalingAdjustmentType, and ScalingAdjustment. |
| PolicyType *string `type:"string" enum:"PolicyType"` |
| |
| // Amount of adjustment to make, based on the scaling adjustment type. |
| ScalingAdjustment *int64 `type:"integer"` |
| |
| // The type of adjustment to make to a fleet's instance count (see FleetCapacity): |
| // |
| // * ChangeInCapacity -- add (or subtract) the scaling adjustment value from |
| // the current instance count. Positive values scale up while negative values |
| // scale down. |
| // |
| // * ExactCapacity -- set the instance count to the scaling adjustment value. |
| // |
| // * PercentChangeInCapacity -- increase or reduce the current instance count |
| // by the scaling adjustment, read as a percentage. Positive values scale |
| // up while negative values scale down. |
| ScalingAdjustmentType *string `type:"string" enum:"ScalingAdjustmentType"` |
| |
| // Current status of the scaling policy. The scaling policy can be in force |
| // only when in an ACTIVE status. Scaling policies can be suspended for individual |
| // fleets (see StopFleetActions; if suspended for a fleet, the policy status |
| // does not change. View a fleet's stopped actions by calling DescribeFleetCapacity. |
| // |
| // * ACTIVE -- The scaling policy can be used for auto-scaling a fleet. |
| // |
| // * UPDATE_REQUESTED -- A request to update the scaling policy has been |
| // received. |
| // |
| // * UPDATING -- A change is being made to the scaling policy. |
| // |
| // * DELETE_REQUESTED -- A request to delete the scaling policy has been |
| // received. |
| // |
| // * DELETING -- The scaling policy is being deleted. |
| // |
| // * DELETED -- The scaling policy has been deleted. |
| // |
| // * ERROR -- An error occurred in creating the policy. It should be removed |
| // and recreated. |
| Status *string `type:"string" enum:"ScalingStatusType"` |
| |
| // An object that contains settings for a target-based scaling policy. |
| TargetConfiguration *TargetConfiguration `type:"structure"` |
| |
| // Metric value used to trigger a scaling event. |
| Threshold *float64 `type:"double"` |
| |
| // The current status of the fleet's scaling policies in a requested fleet location. |
| // The status PENDING_UPDATE indicates that an update was requested for the |
| // fleet but has not yet been completed for the location. |
| UpdateStatus *string `type:"string" enum:"LocationUpdateStatus"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ScalingPolicy) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ScalingPolicy) GoString() string { |
| return s.String() |
| } |
| |
| // SetComparisonOperator sets the ComparisonOperator field's value. |
| func (s *ScalingPolicy) SetComparisonOperator(v string) *ScalingPolicy { |
| s.ComparisonOperator = &v |
| return s |
| } |
| |
| // SetEvaluationPeriods sets the EvaluationPeriods field's value. |
| func (s *ScalingPolicy) SetEvaluationPeriods(v int64) *ScalingPolicy { |
| s.EvaluationPeriods = &v |
| return s |
| } |
| |
| // SetFleetArn sets the FleetArn field's value. |
| func (s *ScalingPolicy) SetFleetArn(v string) *ScalingPolicy { |
| s.FleetArn = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *ScalingPolicy) SetFleetId(v string) *ScalingPolicy { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *ScalingPolicy) SetLocation(v string) *ScalingPolicy { |
| s.Location = &v |
| return s |
| } |
| |
| // SetMetricName sets the MetricName field's value. |
| func (s *ScalingPolicy) SetMetricName(v string) *ScalingPolicy { |
| s.MetricName = &v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *ScalingPolicy) SetName(v string) *ScalingPolicy { |
| s.Name = &v |
| return s |
| } |
| |
| // SetPolicyType sets the PolicyType field's value. |
| func (s *ScalingPolicy) SetPolicyType(v string) *ScalingPolicy { |
| s.PolicyType = &v |
| return s |
| } |
| |
| // SetScalingAdjustment sets the ScalingAdjustment field's value. |
| func (s *ScalingPolicy) SetScalingAdjustment(v int64) *ScalingPolicy { |
| s.ScalingAdjustment = &v |
| return s |
| } |
| |
| // SetScalingAdjustmentType sets the ScalingAdjustmentType field's value. |
| func (s *ScalingPolicy) SetScalingAdjustmentType(v string) *ScalingPolicy { |
| s.ScalingAdjustmentType = &v |
| return s |
| } |
| |
| // SetStatus sets the Status field's value. |
| func (s *ScalingPolicy) SetStatus(v string) *ScalingPolicy { |
| s.Status = &v |
| return s |
| } |
| |
| // SetTargetConfiguration sets the TargetConfiguration field's value. |
| func (s *ScalingPolicy) SetTargetConfiguration(v *TargetConfiguration) *ScalingPolicy { |
| s.TargetConfiguration = v |
| return s |
| } |
| |
| // SetThreshold sets the Threshold field's value. |
| func (s *ScalingPolicy) SetThreshold(v float64) *ScalingPolicy { |
| s.Threshold = &v |
| return s |
| } |
| |
| // SetUpdateStatus sets the UpdateStatus field's value. |
| func (s *ScalingPolicy) SetUpdateStatus(v string) *ScalingPolicy { |
| s.UpdateStatus = &v |
| return s |
| } |
| |
| // Properties describing a Realtime script. |
| // |
| // Related actions |
| // |
| // CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| type Script struct { |
| _ struct{} `type:"structure"` |
| |
| // A time stamp indicating when this data object was created. Format is a number |
| // expressed in Unix time as milliseconds (for example "1469498468.057"). |
| CreationTime *time.Time `type:"timestamp"` |
| |
| // A descriptive label that is associated with a script. Script names do not |
| // need to be unique. |
| Name *string `min:"1" type:"string"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift script resource and uniquely identifies it. |
| // ARNs are unique across all Regions. In a GameLift script ARN, the resource |
| // ID matches the ScriptId value. |
| ScriptArn *string `type:"string"` |
| |
| // A unique identifier for the Realtime script |
| ScriptId *string `type:"string"` |
| |
| // The file size of the uploaded Realtime script, expressed in bytes. When files |
| // are uploaded from an S3 location, this value remains at "0". |
| SizeOnDisk *int64 `min:"1" type:"long"` |
| |
| // The location in Amazon S3 where build or script files are stored for access |
| // by Amazon GameLift. This location is specified in CreateBuild, CreateScript, |
| // and UpdateScript requests. |
| StorageLocation *S3Location `type:"structure"` |
| |
| // Version information that is associated with a build or script. Version strings |
| // do not need to be unique. |
| Version *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s Script) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s Script) GoString() string { |
| return s.String() |
| } |
| |
| // SetCreationTime sets the CreationTime field's value. |
| func (s *Script) SetCreationTime(v time.Time) *Script { |
| s.CreationTime = &v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *Script) SetName(v string) *Script { |
| s.Name = &v |
| return s |
| } |
| |
| // SetScriptArn sets the ScriptArn field's value. |
| func (s *Script) SetScriptArn(v string) *Script { |
| s.ScriptArn = &v |
| return s |
| } |
| |
| // SetScriptId sets the ScriptId field's value. |
| func (s *Script) SetScriptId(v string) *Script { |
| s.ScriptId = &v |
| return s |
| } |
| |
| // SetSizeOnDisk sets the SizeOnDisk field's value. |
| func (s *Script) SetSizeOnDisk(v int64) *Script { |
| s.SizeOnDisk = &v |
| return s |
| } |
| |
| // SetStorageLocation sets the StorageLocation field's value. |
| func (s *Script) SetStorageLocation(v *S3Location) *Script { |
| s.StorageLocation = v |
| return s |
| } |
| |
| // SetVersion sets the Version field's value. |
| func (s *Script) SetVersion(v string) *Script { |
| s.Version = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type SearchGameSessionsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the alias associated with the fleet to search for |
| // active game sessions. You can use either the alias ID or ARN value. Each |
| // request must reference either a fleet ID or alias ID, but not both. |
| AliasId *string `type:"string"` |
| |
| // String containing the search criteria for the session search. If no filter |
| // expression is included, the request returns results for all game sessions |
| // in the fleet that are in ACTIVE status. |
| // |
| // A filter expression can contain one or multiple conditions. Each condition |
| // consists of the following: |
| // |
| // * Operand -- Name of a game session attribute. Valid values are gameSessionName, |
| // gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis, |
| // playerSessionCount, hasAvailablePlayerSessions. |
| // |
| // * Comparator -- Valid comparators are: =, <>, <, >, <=, >=. |
| // |
| // * Value -- Value to be searched for. Values may be numbers, boolean values |
| // (true/false) or strings depending on the operand. String values are case |
| // sensitive and must be enclosed in single quotes. Special characters must |
| // be escaped. Boolean and string values can only be used with the comparators |
| // = and <>. For example, the following filter expression searches on gameSessionName: |
| // "FilterExpression": "gameSessionName = 'Matt\\'s Awesome Game 1'". |
| // |
| // To chain multiple conditions in a single expression, use the logical keywords |
| // AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT |
| // z, NOT (x OR y). |
| // |
| // Session search evaluates conditions from left to right using the following |
| // precedence rules: |
| // |
| // =, <>, <, >, <=, >= |
| // |
| // Parentheses |
| // |
| // NOT |
| // |
| // AND |
| // |
| // OR |
| // |
| // For example, this filter expression retrieves game sessions hosting at least |
| // ten players that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true". |
| FilterExpression *string `min:"1" type:"string"` |
| |
| // A unique identifier for the fleet to search for active game sessions. You |
| // can use either the fleet ID or ARN value. Each request must reference either |
| // a fleet ID or alias ID, but not both. |
| FleetId *string `type:"string"` |
| |
| // The maximum number of results to return. Use this parameter with NextToken |
| // to get results as a set of sequential pages. The maximum number of results |
| // returned is 20, even if this value is not set or is set higher than 20. |
| Limit *int64 `min:"1" type:"integer"` |
| |
| // A fleet location to search for game sessions. You can specify a fleet's home |
| // Region or a remote location. Use the Amazon Web Services Region code format, |
| // such as us-west-2. |
| Location *string `min:"1" type:"string"` |
| |
| // A token that indicates the start of the next sequential page of results. |
| // Use the token that is returned with a previous call to this operation. To |
| // start at the beginning of the result set, do not specify a value. |
| NextToken *string `min:"1" type:"string"` |
| |
| // Instructions on how to sort the search results. If no sort expression is |
| // included, the request returns results in random order. A sort expression |
| // consists of the following elements: |
| // |
| // * Operand -- Name of a game session attribute. Valid values are gameSessionName, |
| // gameSessionId, gameSessionProperties, maximumSessions, creationTimeMillis, |
| // playerSessionCount, hasAvailablePlayerSessions. |
| // |
| // * Order -- Valid sort orders are ASC (ascending) and DESC (descending). |
| // |
| // For example, this sort expression returns the oldest active sessions first: |
| // "SortExpression": "creationTimeMillis ASC". Results with a null value for |
| // the sort operand are returned at the end of the list. |
| SortExpression *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s SearchGameSessionsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s SearchGameSessionsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *SearchGameSessionsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "SearchGameSessionsInput"} |
| if s.FilterExpression != nil && len(*s.FilterExpression) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("FilterExpression", 1)) |
| } |
| if s.Limit != nil && *s.Limit < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) |
| } |
| if s.Location != nil && len(*s.Location) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Location", 1)) |
| } |
| if s.NextToken != nil && len(*s.NextToken) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) |
| } |
| if s.SortExpression != nil && len(*s.SortExpression) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("SortExpression", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetAliasId sets the AliasId field's value. |
| func (s *SearchGameSessionsInput) SetAliasId(v string) *SearchGameSessionsInput { |
| s.AliasId = &v |
| return s |
| } |
| |
| // SetFilterExpression sets the FilterExpression field's value. |
| func (s *SearchGameSessionsInput) SetFilterExpression(v string) *SearchGameSessionsInput { |
| s.FilterExpression = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *SearchGameSessionsInput) SetFleetId(v string) *SearchGameSessionsInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetLimit sets the Limit field's value. |
| func (s *SearchGameSessionsInput) SetLimit(v int64) *SearchGameSessionsInput { |
| s.Limit = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *SearchGameSessionsInput) SetLocation(v string) *SearchGameSessionsInput { |
| s.Location = &v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *SearchGameSessionsInput) SetNextToken(v string) *SearchGameSessionsInput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // SetSortExpression sets the SortExpression field's value. |
| func (s *SearchGameSessionsInput) SetSortExpression(v string) *SearchGameSessionsInput { |
| s.SortExpression = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type SearchGameSessionsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of objects containing game session properties for each session |
| // that matches the request. |
| GameSessions []*GameSession `type:"list"` |
| |
| // A token that indicates where to resume retrieving results on the next call |
| // to this operation. If no token is returned, these results represent the end |
| // of the list. |
| NextToken *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s SearchGameSessionsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s SearchGameSessionsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameSessions sets the GameSessions field's value. |
| func (s *SearchGameSessionsOutput) SetGameSessions(v []*GameSession) *SearchGameSessionsOutput { |
| s.GameSessions = v |
| return s |
| } |
| |
| // SetNextToken sets the NextToken field's value. |
| func (s *SearchGameSessionsOutput) SetNextToken(v string) *SearchGameSessionsOutput { |
| s.NextToken = &v |
| return s |
| } |
| |
| // A set of instructions for launching server processes on each instance in |
| // a fleet. Server processes run either an executable in a custom game build |
| // or a Realtime Servers script. Server process configurations are part of a |
| // fleet's RuntimeConfiguration. |
| type ServerProcess struct { |
| _ struct{} `type:"structure"` |
| |
| // The number of server processes using this configuration that run concurrently |
| // on each instance. |
| // |
| // ConcurrentExecutions is a required field |
| ConcurrentExecutions *int64 `min:"1" type:"integer" required:"true"` |
| |
| // The location of a game build executable or the Realtime script file that |
| // contains the Init() function. Game builds and Realtime scripts are installed |
| // on instances at the root: |
| // |
| // * Windows (custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe" |
| // |
| // * Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js" |
| // |
| // LaunchPath is a required field |
| LaunchPath *string `min:"1" type:"string" required:"true"` |
| |
| // An optional list of parameters to pass to the server executable or Realtime |
| // script on launch. |
| Parameters *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ServerProcess) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ServerProcess) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *ServerProcess) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "ServerProcess"} |
| if s.ConcurrentExecutions == nil { |
| invalidParams.Add(request.NewErrParamRequired("ConcurrentExecutions")) |
| } |
| if s.ConcurrentExecutions != nil && *s.ConcurrentExecutions < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("ConcurrentExecutions", 1)) |
| } |
| if s.LaunchPath == nil { |
| invalidParams.Add(request.NewErrParamRequired("LaunchPath")) |
| } |
| if s.LaunchPath != nil && len(*s.LaunchPath) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("LaunchPath", 1)) |
| } |
| if s.Parameters != nil && len(*s.Parameters) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Parameters", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetConcurrentExecutions sets the ConcurrentExecutions field's value. |
| func (s *ServerProcess) SetConcurrentExecutions(v int64) *ServerProcess { |
| s.ConcurrentExecutions = &v |
| return s |
| } |
| |
| // SetLaunchPath sets the LaunchPath field's value. |
| func (s *ServerProcess) SetLaunchPath(v string) *ServerProcess { |
| s.LaunchPath = &v |
| return s |
| } |
| |
| // SetParameters sets the Parameters field's value. |
| func (s *ServerProcess) SetParameters(v string) *ServerProcess { |
| s.Parameters = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type StartFleetActionsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // List of actions to restart on the fleet. |
| // |
| // Actions is a required field |
| Actions []*string `min:"1" type:"list" required:"true" enum:"FleetAction"` |
| |
| // A unique identifier for the fleet to restart actions on. You can use either |
| // the fleet ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // The fleet location to restart fleet actions for. Specify a location in the |
| // form of an Amazon Web Services Region code, such as us-west-2. |
| Location *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StartFleetActionsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StartFleetActionsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *StartFleetActionsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "StartFleetActionsInput"} |
| if s.Actions == nil { |
| invalidParams.Add(request.NewErrParamRequired("Actions")) |
| } |
| if s.Actions != nil && len(s.Actions) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Actions", 1)) |
| } |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.Location != nil && len(*s.Location) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Location", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetActions sets the Actions field's value. |
| func (s *StartFleetActionsInput) SetActions(v []*string) *StartFleetActionsInput { |
| s.Actions = v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *StartFleetActionsInput) SetFleetId(v string) *StartFleetActionsInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *StartFleetActionsInput) SetLocation(v string) *StartFleetActionsInput { |
| s.Location = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type StartFleetActionsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift fleet resource and uniquely identifies it. |
| // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. |
| FleetArn *string `type:"string"` |
| |
| // A unique identifier for the fleet to restart actions on. |
| FleetId *string `type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StartFleetActionsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StartFleetActionsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetArn sets the FleetArn field's value. |
| func (s *StartFleetActionsOutput) SetFleetArn(v string) *StartFleetActionsOutput { |
| s.FleetArn = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *StartFleetActionsOutput) SetFleetId(v string) *StartFleetActionsOutput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type StartGameSessionPlacementInput struct { |
| _ struct{} `type:"structure"` |
| |
| // Set of information on each player to create a player session for. |
| DesiredPlayerSessions []*DesiredPlayerSession `type:"list"` |
| |
| // A set of custom properties for a game session, formatted as key:value pairs. |
| // These properties are passed to a game server process in the GameSession object |
| // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). |
| GameProperties []*GameProperty `type:"list"` |
| |
| // A set of custom game session properties, formatted as a single string value. |
| // This data is passed to a game server process in the GameSession object with |
| // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). |
| GameSessionData *string `min:"1" type:"string"` |
| |
| // A descriptive label that is associated with a game session. Session names |
| // do not need to be unique. |
| GameSessionName *string `min:"1" type:"string"` |
| |
| // Name of the queue to use to place the new game session. You can use either |
| // the queue name or ARN value. |
| // |
| // GameSessionQueueName is a required field |
| GameSessionQueueName *string `min:"1" type:"string" required:"true"` |
| |
| // The maximum number of players that can be connected simultaneously to the |
| // game session. |
| // |
| // MaximumPlayerSessionCount is a required field |
| MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` |
| |
| // A unique identifier to assign to the new game session placement. This value |
| // is developer-defined. The value must be unique across all Regions and cannot |
| // be reused unless you are resubmitting a canceled or timed-out placement request. |
| // |
| // PlacementId is a required field |
| PlacementId *string `min:"1" type:"string" required:"true"` |
| |
| // A set of values, expressed in milliseconds, that indicates the amount of |
| // latency that a player experiences when connected to @aws; Regions. This information |
| // is used to try to place the new game session where it can offer the best |
| // possible gameplay experience for the players. |
| PlayerLatencies []*PlayerLatency `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StartGameSessionPlacementInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StartGameSessionPlacementInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *StartGameSessionPlacementInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "StartGameSessionPlacementInput"} |
| if s.GameSessionData != nil && len(*s.GameSessionData) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameSessionData", 1)) |
| } |
| if s.GameSessionName != nil && len(*s.GameSessionName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameSessionName", 1)) |
| } |
| if s.GameSessionQueueName == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameSessionQueueName")) |
| } |
| if s.GameSessionQueueName != nil && len(*s.GameSessionQueueName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameSessionQueueName", 1)) |
| } |
| if s.MaximumPlayerSessionCount == nil { |
| invalidParams.Add(request.NewErrParamRequired("MaximumPlayerSessionCount")) |
| } |
| if s.PlacementId == nil { |
| invalidParams.Add(request.NewErrParamRequired("PlacementId")) |
| } |
| if s.PlacementId != nil && len(*s.PlacementId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PlacementId", 1)) |
| } |
| if s.DesiredPlayerSessions != nil { |
| for i, v := range s.DesiredPlayerSessions { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "DesiredPlayerSessions", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| if s.GameProperties != nil { |
| for i, v := range s.GameProperties { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "GameProperties", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| if s.PlayerLatencies != nil { |
| for i, v := range s.PlayerLatencies { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "PlayerLatencies", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetDesiredPlayerSessions sets the DesiredPlayerSessions field's value. |
| func (s *StartGameSessionPlacementInput) SetDesiredPlayerSessions(v []*DesiredPlayerSession) *StartGameSessionPlacementInput { |
| s.DesiredPlayerSessions = v |
| return s |
| } |
| |
| // SetGameProperties sets the GameProperties field's value. |
| func (s *StartGameSessionPlacementInput) SetGameProperties(v []*GameProperty) *StartGameSessionPlacementInput { |
| s.GameProperties = v |
| return s |
| } |
| |
| // SetGameSessionData sets the GameSessionData field's value. |
| func (s *StartGameSessionPlacementInput) SetGameSessionData(v string) *StartGameSessionPlacementInput { |
| s.GameSessionData = &v |
| return s |
| } |
| |
| // SetGameSessionName sets the GameSessionName field's value. |
| func (s *StartGameSessionPlacementInput) SetGameSessionName(v string) *StartGameSessionPlacementInput { |
| s.GameSessionName = &v |
| return s |
| } |
| |
| // SetGameSessionQueueName sets the GameSessionQueueName field's value. |
| func (s *StartGameSessionPlacementInput) SetGameSessionQueueName(v string) *StartGameSessionPlacementInput { |
| s.GameSessionQueueName = &v |
| return s |
| } |
| |
| // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. |
| func (s *StartGameSessionPlacementInput) SetMaximumPlayerSessionCount(v int64) *StartGameSessionPlacementInput { |
| s.MaximumPlayerSessionCount = &v |
| return s |
| } |
| |
| // SetPlacementId sets the PlacementId field's value. |
| func (s *StartGameSessionPlacementInput) SetPlacementId(v string) *StartGameSessionPlacementInput { |
| s.PlacementId = &v |
| return s |
| } |
| |
| // SetPlayerLatencies sets the PlayerLatencies field's value. |
| func (s *StartGameSessionPlacementInput) SetPlayerLatencies(v []*PlayerLatency) *StartGameSessionPlacementInput { |
| s.PlayerLatencies = v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type StartGameSessionPlacementOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Object that describes the newly created game session placement. This object |
| // includes all the information provided in the request, as well as start/end |
| // time stamps and placement status. |
| GameSessionPlacement *GameSessionPlacement `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StartGameSessionPlacementOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StartGameSessionPlacementOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameSessionPlacement sets the GameSessionPlacement field's value. |
| func (s *StartGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *StartGameSessionPlacementOutput { |
| s.GameSessionPlacement = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type StartMatchBackfillInput struct { |
| _ struct{} `type:"structure"` |
| |
| // Name of the matchmaker to use for this request. You can use either the configuration |
| // name or ARN value. The ARN of the matchmaker that was used with the original |
| // game session is listed in the GameSession object, MatchmakerData property. |
| // |
| // ConfigurationName is a required field |
| ConfigurationName *string `min:"1" type:"string" required:"true"` |
| |
| // A unique identifier for the game session. Use the game session ID. When using |
| // FlexMatch as a standalone matchmaking solution, this parameter is not needed. |
| GameSessionArn *string `min:"1" type:"string"` |
| |
| // Match information on all players that are currently assigned to the game |
| // session. This information is used by the matchmaker to find new players and |
| // add them to the existing game. |
| // |
| // * PlayerID, PlayerAttributes, Team -- This information is maintained in |
| // the GameSession object, MatchmakerData property, for all players who are |
| // currently assigned to the game session. The matchmaker data is in JSON |
| // syntax, formatted as a string. For more details, see Match Data (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data). |
| // The backfill request must specify the team membership for every player. |
| // Do not specify team if you are not using backfill. |
| // |
| // * LatencyInMs -- If the matchmaker uses player latency, include a latency |
| // value, in milliseconds, for the Region that the game session is currently |
| // in. Do not include latency values for any other Region. |
| // |
| // Players is a required field |
| Players []*Player `type:"list" required:"true"` |
| |
| // A unique identifier for a matchmaking ticket. If no ticket ID is specified |
| // here, Amazon GameLift will generate one in the form of a UUID. Use this identifier |
| // to track the match backfill ticket status and retrieve match results. |
| TicketId *string `type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StartMatchBackfillInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StartMatchBackfillInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *StartMatchBackfillInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "StartMatchBackfillInput"} |
| if s.ConfigurationName == nil { |
| invalidParams.Add(request.NewErrParamRequired("ConfigurationName")) |
| } |
| if s.ConfigurationName != nil && len(*s.ConfigurationName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("ConfigurationName", 1)) |
| } |
| if s.GameSessionArn != nil && len(*s.GameSessionArn) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameSessionArn", 1)) |
| } |
| if s.Players == nil { |
| invalidParams.Add(request.NewErrParamRequired("Players")) |
| } |
| if s.Players != nil { |
| for i, v := range s.Players { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Players", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetConfigurationName sets the ConfigurationName field's value. |
| func (s *StartMatchBackfillInput) SetConfigurationName(v string) *StartMatchBackfillInput { |
| s.ConfigurationName = &v |
| return s |
| } |
| |
| // SetGameSessionArn sets the GameSessionArn field's value. |
| func (s *StartMatchBackfillInput) SetGameSessionArn(v string) *StartMatchBackfillInput { |
| s.GameSessionArn = &v |
| return s |
| } |
| |
| // SetPlayers sets the Players field's value. |
| func (s *StartMatchBackfillInput) SetPlayers(v []*Player) *StartMatchBackfillInput { |
| s.Players = v |
| return s |
| } |
| |
| // SetTicketId sets the TicketId field's value. |
| func (s *StartMatchBackfillInput) SetTicketId(v string) *StartMatchBackfillInput { |
| s.TicketId = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type StartMatchBackfillOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Ticket representing the backfill matchmaking request. This object includes |
| // the information in the request, ticket status, and match results as generated |
| // during the matchmaking process. |
| MatchmakingTicket *MatchmakingTicket `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StartMatchBackfillOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StartMatchBackfillOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetMatchmakingTicket sets the MatchmakingTicket field's value. |
| func (s *StartMatchBackfillOutput) SetMatchmakingTicket(v *MatchmakingTicket) *StartMatchBackfillOutput { |
| s.MatchmakingTicket = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type StartMatchmakingInput struct { |
| _ struct{} `type:"structure"` |
| |
| // Name of the matchmaking configuration to use for this request. Matchmaking |
| // configurations must exist in the same Region as this request. You can use |
| // either the configuration name or ARN value. |
| // |
| // ConfigurationName is a required field |
| ConfigurationName *string `min:"1" type:"string" required:"true"` |
| |
| // Information on each player to be matched. This information must include a |
| // player ID, and may contain player attributes and latency data to be used |
| // in the matchmaking process. After a successful match, Player objects contain |
| // the name of the team the player is assigned to. |
| // |
| // Players is a required field |
| Players []*Player `type:"list" required:"true"` |
| |
| // A unique identifier for a matchmaking ticket. If no ticket ID is specified |
| // here, Amazon GameLift will generate one in the form of a UUID. Use this identifier |
| // to track the matchmaking ticket status and retrieve match results. |
| TicketId *string `type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StartMatchmakingInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StartMatchmakingInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *StartMatchmakingInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "StartMatchmakingInput"} |
| if s.ConfigurationName == nil { |
| invalidParams.Add(request.NewErrParamRequired("ConfigurationName")) |
| } |
| if s.ConfigurationName != nil && len(*s.ConfigurationName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("ConfigurationName", 1)) |
| } |
| if s.Players == nil { |
| invalidParams.Add(request.NewErrParamRequired("Players")) |
| } |
| if s.Players != nil { |
| for i, v := range s.Players { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Players", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetConfigurationName sets the ConfigurationName field's value. |
| func (s *StartMatchmakingInput) SetConfigurationName(v string) *StartMatchmakingInput { |
| s.ConfigurationName = &v |
| return s |
| } |
| |
| // SetPlayers sets the Players field's value. |
| func (s *StartMatchmakingInput) SetPlayers(v []*Player) *StartMatchmakingInput { |
| s.Players = v |
| return s |
| } |
| |
| // SetTicketId sets the TicketId field's value. |
| func (s *StartMatchmakingInput) SetTicketId(v string) *StartMatchmakingInput { |
| s.TicketId = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type StartMatchmakingOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Ticket representing the matchmaking request. This object include the information |
| // included in the request, ticket status, and match results as generated during |
| // the matchmaking process. |
| MatchmakingTicket *MatchmakingTicket `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StartMatchmakingOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StartMatchmakingOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetMatchmakingTicket sets the MatchmakingTicket field's value. |
| func (s *StartMatchmakingOutput) SetMatchmakingTicket(v *MatchmakingTicket) *StartMatchmakingOutput { |
| s.MatchmakingTicket = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type StopFleetActionsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // List of actions to suspend on the fleet. |
| // |
| // Actions is a required field |
| Actions []*string `min:"1" type:"list" required:"true" enum:"FleetAction"` |
| |
| // A unique identifier for the fleet to stop actions on. You can use either |
| // the fleet ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // The fleet location to stop fleet actions for. Specify a location in the form |
| // of an Amazon Web Services Region code, such as us-west-2. |
| Location *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StopFleetActionsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StopFleetActionsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *StopFleetActionsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "StopFleetActionsInput"} |
| if s.Actions == nil { |
| invalidParams.Add(request.NewErrParamRequired("Actions")) |
| } |
| if s.Actions != nil && len(s.Actions) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Actions", 1)) |
| } |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.Location != nil && len(*s.Location) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Location", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetActions sets the Actions field's value. |
| func (s *StopFleetActionsInput) SetActions(v []*string) *StopFleetActionsInput { |
| s.Actions = v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *StopFleetActionsInput) SetFleetId(v string) *StopFleetActionsInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *StopFleetActionsInput) SetLocation(v string) *StopFleetActionsInput { |
| s.Location = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type StopFleetActionsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift fleet resource and uniquely identifies it. |
| // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. |
| FleetArn *string `type:"string"` |
| |
| // A unique identifier for the fleet to stop actions on. |
| FleetId *string `type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StopFleetActionsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StopFleetActionsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetArn sets the FleetArn field's value. |
| func (s *StopFleetActionsOutput) SetFleetArn(v string) *StopFleetActionsOutput { |
| s.FleetArn = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *StopFleetActionsOutput) SetFleetId(v string) *StopFleetActionsOutput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type StopGameSessionPlacementInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for a game session placement to cancel. |
| // |
| // PlacementId is a required field |
| PlacementId *string `min:"1" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StopGameSessionPlacementInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StopGameSessionPlacementInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *StopGameSessionPlacementInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "StopGameSessionPlacementInput"} |
| if s.PlacementId == nil { |
| invalidParams.Add(request.NewErrParamRequired("PlacementId")) |
| } |
| if s.PlacementId != nil && len(*s.PlacementId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("PlacementId", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetPlacementId sets the PlacementId field's value. |
| func (s *StopGameSessionPlacementInput) SetPlacementId(v string) *StopGameSessionPlacementInput { |
| s.PlacementId = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type StopGameSessionPlacementOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Object that describes the canceled game session placement, with CANCELLED |
| // status and an end time stamp. |
| GameSessionPlacement *GameSessionPlacement `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StopGameSessionPlacementOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StopGameSessionPlacementOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameSessionPlacement sets the GameSessionPlacement field's value. |
| func (s *StopGameSessionPlacementOutput) SetGameSessionPlacement(v *GameSessionPlacement) *StopGameSessionPlacementOutput { |
| s.GameSessionPlacement = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type StopMatchmakingInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for a matchmaking ticket. |
| // |
| // TicketId is a required field |
| TicketId *string `type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StopMatchmakingInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StopMatchmakingInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *StopMatchmakingInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "StopMatchmakingInput"} |
| if s.TicketId == nil { |
| invalidParams.Add(request.NewErrParamRequired("TicketId")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetTicketId sets the TicketId field's value. |
| func (s *StopMatchmakingInput) SetTicketId(v string) *StopMatchmakingInput { |
| s.TicketId = &v |
| return s |
| } |
| |
| type StopMatchmakingOutput struct { |
| _ struct{} `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StopMatchmakingOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s StopMatchmakingOutput) GoString() string { |
| return s.String() |
| } |
| |
| type SuspendGameServerGroupInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the game server group. Use either the GameServerGroup |
| // name or ARN value. |
| // |
| // GameServerGroupName is a required field |
| GameServerGroupName *string `min:"1" type:"string" required:"true"` |
| |
| // The activity to suspend for this game server group. |
| // |
| // SuspendActions is a required field |
| SuspendActions []*string `min:"1" type:"list" required:"true" enum:"GameServerGroupAction"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s SuspendGameServerGroupInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s SuspendGameServerGroupInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *SuspendGameServerGroupInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "SuspendGameServerGroupInput"} |
| if s.GameServerGroupName == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) |
| } |
| if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) |
| } |
| if s.SuspendActions == nil { |
| invalidParams.Add(request.NewErrParamRequired("SuspendActions")) |
| } |
| if s.SuspendActions != nil && len(s.SuspendActions) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("SuspendActions", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetGameServerGroupName sets the GameServerGroupName field's value. |
| func (s *SuspendGameServerGroupInput) SetGameServerGroupName(v string) *SuspendGameServerGroupInput { |
| s.GameServerGroupName = &v |
| return s |
| } |
| |
| // SetSuspendActions sets the SuspendActions field's value. |
| func (s *SuspendGameServerGroupInput) SetSuspendActions(v []*string) *SuspendGameServerGroupInput { |
| s.SuspendActions = v |
| return s |
| } |
| |
| type SuspendGameServerGroupOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // An object that describes the game server group resource, with the SuspendedActions |
| // property updated to reflect the suspended activity. |
| GameServerGroup *GameServerGroup `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s SuspendGameServerGroupOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s SuspendGameServerGroupOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameServerGroup sets the GameServerGroup field's value. |
| func (s *SuspendGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *SuspendGameServerGroupOutput { |
| s.GameServerGroup = v |
| return s |
| } |
| |
| // A label that can be assigned to a GameLift resource. |
| // |
| // Learn more |
| // |
| // Tagging Amazon Web Services Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) |
| // in the Amazon Web Services General Reference |
| // |
| // Amazon Web Services Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) |
| // |
| // Related actions |
| // |
| // TagResource | UntagResource | ListTagsForResource | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| type Tag struct { |
| _ struct{} `type:"structure"` |
| |
| // The key for a developer-defined key:value pair for tagging an Amazon Web |
| // Services resource. |
| // |
| // Key is a required field |
| Key *string `min:"1" type:"string" required:"true"` |
| |
| // The value for a developer-defined key:value pair for tagging an Amazon Web |
| // Services resource. |
| // |
| // Value is a required field |
| Value *string `type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s Tag) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s Tag) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *Tag) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "Tag"} |
| if s.Key == nil { |
| invalidParams.Add(request.NewErrParamRequired("Key")) |
| } |
| if s.Key != nil && len(*s.Key) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Key", 1)) |
| } |
| if s.Value == nil { |
| invalidParams.Add(request.NewErrParamRequired("Value")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetKey sets the Key field's value. |
| func (s *Tag) SetKey(v string) *Tag { |
| s.Key = &v |
| return s |
| } |
| |
| // SetValue sets the Value field's value. |
| func (s *Tag) SetValue(v string) *Tag { |
| s.Value = &v |
| return s |
| } |
| |
| type TagResourceInput struct { |
| _ struct{} `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to and uniquely identifies the GameLift resource that you |
| // want to assign tags to. GameLift resource ARNs are included in the data object |
| // for the resource, which can be retrieved by calling a List or Describe operation |
| // for the resource type. |
| // |
| // ResourceARN is a required field |
| ResourceARN *string `min:"1" type:"string" required:"true"` |
| |
| // A list of one or more tags to assign to the specified GameLift resource. |
| // Tags are developer-defined and structured as key-value pairs. The maximum |
| // tag limit may be lower than stated. See Tagging Amazon Web Services Resources |
| // (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) for actual |
| // tagging limits. |
| // |
| // Tags is a required field |
| Tags []*Tag `type:"list" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s TagResourceInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s TagResourceInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *TagResourceInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "TagResourceInput"} |
| if s.ResourceARN == nil { |
| invalidParams.Add(request.NewErrParamRequired("ResourceARN")) |
| } |
| if s.ResourceARN != nil && len(*s.ResourceARN) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("ResourceARN", 1)) |
| } |
| if s.Tags == nil { |
| invalidParams.Add(request.NewErrParamRequired("Tags")) |
| } |
| if s.Tags != nil { |
| for i, v := range s.Tags { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Tags", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetResourceARN sets the ResourceARN field's value. |
| func (s *TagResourceInput) SetResourceARN(v string) *TagResourceInput { |
| s.ResourceARN = &v |
| return s |
| } |
| |
| // SetTags sets the Tags field's value. |
| func (s *TagResourceInput) SetTags(v []*Tag) *TagResourceInput { |
| s.Tags = v |
| return s |
| } |
| |
| type TagResourceOutput struct { |
| _ struct{} `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s TagResourceOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s TagResourceOutput) GoString() string { |
| return s.String() |
| } |
| |
| // The requested tagging operation did not succeed. This may be due to invalid |
| // tag format or the maximum tag limit may have been exceeded. Resolve the issue |
| // before retrying. |
| type TaggingFailedException struct { |
| _ struct{} `type:"structure"` |
| RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` |
| |
| Message_ *string `locationName:"Message" min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s TaggingFailedException) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s TaggingFailedException) GoString() string { |
| return s.String() |
| } |
| |
| func newErrorTaggingFailedException(v protocol.ResponseMetadata) error { |
| return &TaggingFailedException{ |
| RespMetadata: v, |
| } |
| } |
| |
| // Code returns the exception type name. |
| func (s *TaggingFailedException) Code() string { |
| return "TaggingFailedException" |
| } |
| |
| // Message returns the exception's message. |
| func (s *TaggingFailedException) Message() string { |
| if s.Message_ != nil { |
| return *s.Message_ |
| } |
| return "" |
| } |
| |
| // OrigErr always returns nil, satisfies awserr.Error interface. |
| func (s *TaggingFailedException) OrigErr() error { |
| return nil |
| } |
| |
| func (s *TaggingFailedException) Error() string { |
| return fmt.Sprintf("%s: %s", s.Code(), s.Message()) |
| } |
| |
| // Status code returns the HTTP status code for the request's response error. |
| func (s *TaggingFailedException) StatusCode() int { |
| return s.RespMetadata.StatusCode |
| } |
| |
| // RequestID returns the service's response RequestID for request. |
| func (s *TaggingFailedException) RequestID() string { |
| return s.RespMetadata.RequestID |
| } |
| |
| // Settings for a target-based scaling policy (see ScalingPolicy. A target-based |
| // policy tracks a particular fleet metric specifies a target value for the |
| // metric. As player usage changes, the policy triggers Amazon GameLift to adjust |
| // capacity so that the metric returns to the target value. The target configuration |
| // specifies settings as needed for the target based policy, including the target |
| // value. |
| // |
| // Related actions |
| // |
| // DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | |
| // PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions |
| // | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| type TargetConfiguration struct { |
| _ struct{} `type:"structure"` |
| |
| // Desired value to use with a target-based scaling policy. The value must be |
| // relevant for whatever metric the scaling policy is using. For example, in |
| // a policy using the metric PercentAvailableGameSessions, the target value |
| // should be the preferred size of the fleet's buffer (the percent of capacity |
| // that should be idle and ready for new game sessions). |
| // |
| // TargetValue is a required field |
| TargetValue *float64 `type:"double" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s TargetConfiguration) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s TargetConfiguration) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *TargetConfiguration) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "TargetConfiguration"} |
| if s.TargetValue == nil { |
| invalidParams.Add(request.NewErrParamRequired("TargetValue")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetTargetValue sets the TargetValue field's value. |
| func (s *TargetConfiguration) SetTargetValue(v float64) *TargetConfiguration { |
| s.TargetValue = &v |
| return s |
| } |
| |
| // This data type is used with the GameLift FleetIQ and game server groups. |
| // |
| // Settings for a target-based scaling policy as part of a GameServerGroupAutoScalingPolicy. |
| // These settings are used to create a target-based policy that tracks the GameLift |
| // FleetIQ metric "PercentUtilizedGameServers" and specifies a target value |
| // for the metric. As player usage changes, the policy triggers to adjust the |
| // game server group capacity so that the metric returns to the target value. |
| type TargetTrackingConfiguration struct { |
| _ struct{} `type:"structure"` |
| |
| // Desired value to use with a game server group target-based scaling policy. |
| // |
| // TargetValue is a required field |
| TargetValue *float64 `type:"double" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s TargetTrackingConfiguration) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s TargetTrackingConfiguration) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *TargetTrackingConfiguration) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "TargetTrackingConfiguration"} |
| if s.TargetValue == nil { |
| invalidParams.Add(request.NewErrParamRequired("TargetValue")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetTargetValue sets the TargetValue field's value. |
| func (s *TargetTrackingConfiguration) SetTargetValue(v float64) *TargetTrackingConfiguration { |
| s.TargetValue = &v |
| return s |
| } |
| |
| // The service is unable to resolve the routing for a particular alias because |
| // it has a terminal RoutingStrategy associated with it. The message returned |
| // in this exception is the message defined in the routing strategy itself. |
| // Such requests should only be retried if the routing strategy for the specified |
| // alias is modified. |
| type TerminalRoutingStrategyException struct { |
| _ struct{} `type:"structure"` |
| RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` |
| |
| Message_ *string `locationName:"Message" min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s TerminalRoutingStrategyException) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s TerminalRoutingStrategyException) GoString() string { |
| return s.String() |
| } |
| |
| func newErrorTerminalRoutingStrategyException(v protocol.ResponseMetadata) error { |
| return &TerminalRoutingStrategyException{ |
| RespMetadata: v, |
| } |
| } |
| |
| // Code returns the exception type name. |
| func (s *TerminalRoutingStrategyException) Code() string { |
| return "TerminalRoutingStrategyException" |
| } |
| |
| // Message returns the exception's message. |
| func (s *TerminalRoutingStrategyException) Message() string { |
| if s.Message_ != nil { |
| return *s.Message_ |
| } |
| return "" |
| } |
| |
| // OrigErr always returns nil, satisfies awserr.Error interface. |
| func (s *TerminalRoutingStrategyException) OrigErr() error { |
| return nil |
| } |
| |
| func (s *TerminalRoutingStrategyException) Error() string { |
| return fmt.Sprintf("%s: %s", s.Code(), s.Message()) |
| } |
| |
| // Status code returns the HTTP status code for the request's response error. |
| func (s *TerminalRoutingStrategyException) StatusCode() int { |
| return s.RespMetadata.StatusCode |
| } |
| |
| // RequestID returns the service's response RequestID for request. |
| func (s *TerminalRoutingStrategyException) RequestID() string { |
| return s.RespMetadata.RequestID |
| } |
| |
| // The client failed authentication. Clients should not retry such requests. |
| type UnauthorizedException struct { |
| _ struct{} `type:"structure"` |
| RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` |
| |
| Message_ *string `locationName:"Message" min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UnauthorizedException) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UnauthorizedException) GoString() string { |
| return s.String() |
| } |
| |
| func newErrorUnauthorizedException(v protocol.ResponseMetadata) error { |
| return &UnauthorizedException{ |
| RespMetadata: v, |
| } |
| } |
| |
| // Code returns the exception type name. |
| func (s *UnauthorizedException) Code() string { |
| return "UnauthorizedException" |
| } |
| |
| // Message returns the exception's message. |
| func (s *UnauthorizedException) Message() string { |
| if s.Message_ != nil { |
| return *s.Message_ |
| } |
| return "" |
| } |
| |
| // OrigErr always returns nil, satisfies awserr.Error interface. |
| func (s *UnauthorizedException) OrigErr() error { |
| return nil |
| } |
| |
| func (s *UnauthorizedException) Error() string { |
| return fmt.Sprintf("%s: %s", s.Code(), s.Message()) |
| } |
| |
| // Status code returns the HTTP status code for the request's response error. |
| func (s *UnauthorizedException) StatusCode() int { |
| return s.RespMetadata.StatusCode |
| } |
| |
| // RequestID returns the service's response RequestID for request. |
| func (s *UnauthorizedException) RequestID() string { |
| return s.RespMetadata.RequestID |
| } |
| |
| // The requested operation is not supported in the Region specified. |
| type UnsupportedRegionException struct { |
| _ struct{} `type:"structure"` |
| RespMetadata protocol.ResponseMetadata `json:"-" xml:"-"` |
| |
| Message_ *string `locationName:"Message" min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UnsupportedRegionException) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UnsupportedRegionException) GoString() string { |
| return s.String() |
| } |
| |
| func newErrorUnsupportedRegionException(v protocol.ResponseMetadata) error { |
| return &UnsupportedRegionException{ |
| RespMetadata: v, |
| } |
| } |
| |
| // Code returns the exception type name. |
| func (s *UnsupportedRegionException) Code() string { |
| return "UnsupportedRegionException" |
| } |
| |
| // Message returns the exception's message. |
| func (s *UnsupportedRegionException) Message() string { |
| if s.Message_ != nil { |
| return *s.Message_ |
| } |
| return "" |
| } |
| |
| // OrigErr always returns nil, satisfies awserr.Error interface. |
| func (s *UnsupportedRegionException) OrigErr() error { |
| return nil |
| } |
| |
| func (s *UnsupportedRegionException) Error() string { |
| return fmt.Sprintf("%s: %s", s.Code(), s.Message()) |
| } |
| |
| // Status code returns the HTTP status code for the request's response error. |
| func (s *UnsupportedRegionException) StatusCode() int { |
| return s.RespMetadata.StatusCode |
| } |
| |
| // RequestID returns the service's response RequestID for request. |
| func (s *UnsupportedRegionException) RequestID() string { |
| return s.RespMetadata.RequestID |
| } |
| |
| type UntagResourceInput struct { |
| _ struct{} `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to and uniquely identifies the GameLift resource that you |
| // want to remove tags from. GameLift resource ARNs are included in the data |
| // object for the resource, which can be retrieved by calling a List or Describe |
| // operation for the resource type. |
| // |
| // ResourceARN is a required field |
| ResourceARN *string `min:"1" type:"string" required:"true"` |
| |
| // A list of one or more tag keys to remove from the specified GameLift resource. |
| // An Amazon Web Services resource can have only one tag with a specific tag |
| // key, so specifying the tag key identifies which tag to remove. |
| // |
| // TagKeys is a required field |
| TagKeys []*string `type:"list" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UntagResourceInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UntagResourceInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *UntagResourceInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "UntagResourceInput"} |
| if s.ResourceARN == nil { |
| invalidParams.Add(request.NewErrParamRequired("ResourceARN")) |
| } |
| if s.ResourceARN != nil && len(*s.ResourceARN) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("ResourceARN", 1)) |
| } |
| if s.TagKeys == nil { |
| invalidParams.Add(request.NewErrParamRequired("TagKeys")) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetResourceARN sets the ResourceARN field's value. |
| func (s *UntagResourceInput) SetResourceARN(v string) *UntagResourceInput { |
| s.ResourceARN = &v |
| return s |
| } |
| |
| // SetTagKeys sets the TagKeys field's value. |
| func (s *UntagResourceInput) SetTagKeys(v []*string) *UntagResourceInput { |
| s.TagKeys = v |
| return s |
| } |
| |
| type UntagResourceOutput struct { |
| _ struct{} `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UntagResourceOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UntagResourceOutput) GoString() string { |
| return s.String() |
| } |
| |
| // Represents the input for a request operation. |
| type UpdateAliasInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the alias that you want to update. You can use either |
| // the alias ID or ARN value. |
| // |
| // AliasId is a required field |
| AliasId *string `type:"string" required:"true"` |
| |
| // A human-readable description of the alias. |
| Description *string `min:"1" type:"string"` |
| |
| // A descriptive label that is associated with an alias. Alias names do not |
| // need to be unique. |
| Name *string `min:"1" type:"string"` |
| |
| // The routing configuration, including routing type and fleet target, for the |
| // alias. |
| RoutingStrategy *RoutingStrategy `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateAliasInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateAliasInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *UpdateAliasInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "UpdateAliasInput"} |
| if s.AliasId == nil { |
| invalidParams.Add(request.NewErrParamRequired("AliasId")) |
| } |
| if s.Description != nil && len(*s.Description) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Description", 1)) |
| } |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetAliasId sets the AliasId field's value. |
| func (s *UpdateAliasInput) SetAliasId(v string) *UpdateAliasInput { |
| s.AliasId = &v |
| return s |
| } |
| |
| // SetDescription sets the Description field's value. |
| func (s *UpdateAliasInput) SetDescription(v string) *UpdateAliasInput { |
| s.Description = &v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *UpdateAliasInput) SetName(v string) *UpdateAliasInput { |
| s.Name = &v |
| return s |
| } |
| |
| // SetRoutingStrategy sets the RoutingStrategy field's value. |
| func (s *UpdateAliasInput) SetRoutingStrategy(v *RoutingStrategy) *UpdateAliasInput { |
| s.RoutingStrategy = v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type UpdateAliasOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The updated alias resource. |
| Alias *Alias `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateAliasOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateAliasOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetAlias sets the Alias field's value. |
| func (s *UpdateAliasOutput) SetAlias(v *Alias) *UpdateAliasOutput { |
| s.Alias = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type UpdateBuildInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the build to update. You can use either the build |
| // ID or ARN value. |
| // |
| // BuildId is a required field |
| BuildId *string `type:"string" required:"true"` |
| |
| // A descriptive label that is associated with a build. Build names do not need |
| // to be unique. |
| Name *string `min:"1" type:"string"` |
| |
| // Version information that is associated with a build or script. Version strings |
| // do not need to be unique. |
| Version *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateBuildInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateBuildInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *UpdateBuildInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "UpdateBuildInput"} |
| if s.BuildId == nil { |
| invalidParams.Add(request.NewErrParamRequired("BuildId")) |
| } |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| if s.Version != nil && len(*s.Version) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Version", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetBuildId sets the BuildId field's value. |
| func (s *UpdateBuildInput) SetBuildId(v string) *UpdateBuildInput { |
| s.BuildId = &v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *UpdateBuildInput) SetName(v string) *UpdateBuildInput { |
| s.Name = &v |
| return s |
| } |
| |
| // SetVersion sets the Version field's value. |
| func (s *UpdateBuildInput) SetVersion(v string) *UpdateBuildInput { |
| s.Version = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type UpdateBuildOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The updated build resource. |
| Build *Build `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateBuildOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateBuildOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetBuild sets the Build field's value. |
| func (s *UpdateBuildOutput) SetBuild(v *Build) *UpdateBuildOutput { |
| s.Build = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type UpdateFleetAttributesInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A human-readable description of a fleet. |
| Description *string `min:"1" type:"string"` |
| |
| // A unique identifier for the fleet to update attribute metadata for. You can |
| // use either the fleet ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // The name of a metric group to add this fleet to. Use a metric group in Amazon |
| // CloudWatch to aggregate the metrics from multiple fleets. Provide an existing |
| // metric group name, or create a new metric group by providing a new name. |
| // A fleet can only be in one metric group at a time. |
| MetricGroups []*string `type:"list"` |
| |
| // A descriptive label that is associated with a fleet. Fleet names do not need |
| // to be unique. |
| Name *string `min:"1" type:"string"` |
| |
| // The game session protection policy to apply to all new instances created |
| // in this fleet. Instances that already exist are not affected. You can set |
| // protection for individual instances using UpdateGameSession. |
| // |
| // * NoProtection -- The game session can be terminated during a scale-down |
| // event. |
| // |
| // * FullProtection -- If the game session is in an ACTIVE status, it cannot |
| // be terminated during a scale-down event. |
| NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` |
| |
| // Policy settings that limit the number of game sessions an individual player |
| // can create over a span of time. |
| ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateFleetAttributesInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateFleetAttributesInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *UpdateFleetAttributesInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "UpdateFleetAttributesInput"} |
| if s.Description != nil && len(*s.Description) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Description", 1)) |
| } |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetDescription sets the Description field's value. |
| func (s *UpdateFleetAttributesInput) SetDescription(v string) *UpdateFleetAttributesInput { |
| s.Description = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *UpdateFleetAttributesInput) SetFleetId(v string) *UpdateFleetAttributesInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetMetricGroups sets the MetricGroups field's value. |
| func (s *UpdateFleetAttributesInput) SetMetricGroups(v []*string) *UpdateFleetAttributesInput { |
| s.MetricGroups = v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *UpdateFleetAttributesInput) SetName(v string) *UpdateFleetAttributesInput { |
| s.Name = &v |
| return s |
| } |
| |
| // SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value. |
| func (s *UpdateFleetAttributesInput) SetNewGameSessionProtectionPolicy(v string) *UpdateFleetAttributesInput { |
| s.NewGameSessionProtectionPolicy = &v |
| return s |
| } |
| |
| // SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value. |
| func (s *UpdateFleetAttributesInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *UpdateFleetAttributesInput { |
| s.ResourceCreationLimitPolicy = v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type UpdateFleetAttributesOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet that was updated. |
| FleetId *string `type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateFleetAttributesOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateFleetAttributesOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *UpdateFleetAttributesOutput) SetFleetId(v string) *UpdateFleetAttributesOutput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type UpdateFleetCapacityInput struct { |
| _ struct{} `type:"structure"` |
| |
| // The number of Amazon EC2 instances you want to maintain in the specified |
| // fleet location. This value must fall between the minimum and maximum size |
| // limits. |
| DesiredInstances *int64 `type:"integer"` |
| |
| // A unique identifier for the fleet to update capacity settings for. You can |
| // use either the fleet ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // The name of a remote location to update fleet capacity settings for, in the |
| // form of an Amazon Web Services Region code such as us-west-2. |
| Location *string `min:"1" type:"string"` |
| |
| // The maximum number of instances that are allowed in the specified fleet location. |
| // If this parameter is not set, the default is 1. |
| MaxSize *int64 `type:"integer"` |
| |
| // The minimum number of instances that are allowed in the specified fleet location. |
| // If this parameter is not set, the default is 0. |
| MinSize *int64 `type:"integer"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateFleetCapacityInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateFleetCapacityInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *UpdateFleetCapacityInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "UpdateFleetCapacityInput"} |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.Location != nil && len(*s.Location) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Location", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetDesiredInstances sets the DesiredInstances field's value. |
| func (s *UpdateFleetCapacityInput) SetDesiredInstances(v int64) *UpdateFleetCapacityInput { |
| s.DesiredInstances = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *UpdateFleetCapacityInput) SetFleetId(v string) *UpdateFleetCapacityInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *UpdateFleetCapacityInput) SetLocation(v string) *UpdateFleetCapacityInput { |
| s.Location = &v |
| return s |
| } |
| |
| // SetMaxSize sets the MaxSize field's value. |
| func (s *UpdateFleetCapacityInput) SetMaxSize(v int64) *UpdateFleetCapacityInput { |
| s.MaxSize = &v |
| return s |
| } |
| |
| // SetMinSize sets the MinSize field's value. |
| func (s *UpdateFleetCapacityInput) SetMinSize(v int64) *UpdateFleetCapacityInput { |
| s.MinSize = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type UpdateFleetCapacityOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift fleet resource and uniquely identifies it. |
| // ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. |
| FleetArn *string `type:"string"` |
| |
| // A unique identifier for the fleet that was updated. |
| FleetId *string `type:"string"` |
| |
| // The remote location being updated, expressed as an Amazon Web Services Region |
| // code, such as us-west-2. |
| Location *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateFleetCapacityOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateFleetCapacityOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetArn sets the FleetArn field's value. |
| func (s *UpdateFleetCapacityOutput) SetFleetArn(v string) *UpdateFleetCapacityOutput { |
| s.FleetArn = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *UpdateFleetCapacityOutput) SetFleetId(v string) *UpdateFleetCapacityOutput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetLocation sets the Location field's value. |
| func (s *UpdateFleetCapacityOutput) SetLocation(v string) *UpdateFleetCapacityOutput { |
| s.Location = &v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type UpdateFleetPortSettingsInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet to update port settings for. You can use |
| // either the fleet ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // A collection of port settings to be added to the fleet resource. |
| InboundPermissionAuthorizations []*IpPermission `type:"list"` |
| |
| // A collection of port settings to be removed from the fleet resource. |
| InboundPermissionRevocations []*IpPermission `type:"list"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateFleetPortSettingsInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateFleetPortSettingsInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *UpdateFleetPortSettingsInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "UpdateFleetPortSettingsInput"} |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.InboundPermissionAuthorizations != nil { |
| for i, v := range s.InboundPermissionAuthorizations { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "InboundPermissionAuthorizations", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| if s.InboundPermissionRevocations != nil { |
| for i, v := range s.InboundPermissionRevocations { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "InboundPermissionRevocations", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *UpdateFleetPortSettingsInput) SetFleetId(v string) *UpdateFleetPortSettingsInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetInboundPermissionAuthorizations sets the InboundPermissionAuthorizations field's value. |
| func (s *UpdateFleetPortSettingsInput) SetInboundPermissionAuthorizations(v []*IpPermission) *UpdateFleetPortSettingsInput { |
| s.InboundPermissionAuthorizations = v |
| return s |
| } |
| |
| // SetInboundPermissionRevocations sets the InboundPermissionRevocations field's value. |
| func (s *UpdateFleetPortSettingsInput) SetInboundPermissionRevocations(v []*IpPermission) *UpdateFleetPortSettingsInput { |
| s.InboundPermissionRevocations = v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type UpdateFleetPortSettingsOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet that was updated. |
| FleetId *string `type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateFleetPortSettingsOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateFleetPortSettingsOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *UpdateFleetPortSettingsOutput) SetFleetId(v string) *UpdateFleetPortSettingsOutput { |
| s.FleetId = &v |
| return s |
| } |
| |
| type UpdateGameServerGroupInput struct { |
| _ struct{} `type:"structure"` |
| |
| // Indicates how GameLift FleetIQ balances the use of Spot Instances and On-Demand |
| // Instances in the game server group. Method options include the following: |
| // |
| // * SPOT_ONLY - Only Spot Instances are used in the game server group. If |
| // Spot Instances are unavailable or not viable for game hosting, the game |
| // server group provides no hosting capacity until Spot Instances can again |
| // be used. Until then, no new instances are started, and the existing nonviable |
| // Spot Instances are terminated (after current gameplay ends) and are not |
| // replaced. |
| // |
| // * SPOT_PREFERRED - (default value) Spot Instances are used whenever available |
| // in the game server group. If Spot Instances are unavailable, the game |
| // server group continues to provide hosting capacity by falling back to |
| // On-Demand Instances. Existing nonviable Spot Instances are terminated |
| // (after current gameplay ends) and are replaced with new On-Demand Instances. |
| // |
| // * ON_DEMAND_ONLY - Only On-Demand Instances are used in the game server |
| // group. No Spot Instances are used, even when available, while this balancing |
| // strategy is in force. |
| BalancingStrategy *string `type:"string" enum:"BalancingStrategy"` |
| |
| // A unique identifier for the game server group. Use either the GameServerGroup |
| // name or ARN value. |
| // |
| // GameServerGroupName is a required field |
| GameServerGroupName *string `min:"1" type:"string" required:"true"` |
| |
| // A flag that indicates whether instances in the game server group are protected |
| // from early termination. Unprotected instances that have active game servers |
| // running might be terminated during a scale-down event, causing players to |
| // be dropped from the game. Protected instances cannot be terminated while |
| // there are active game servers running except in the event of a forced game |
| // server group deletion (see ). An exception to this is with Spot Instances, |
| // which can be terminated by Amazon Web Services regardless of protection status. |
| // This property is set to NO_PROTECTION by default. |
| GameServerProtectionPolicy *string `type:"string" enum:"GameServerProtectionPolicy"` |
| |
| // An updated list of Amazon EC2 instance types to use in the Auto Scaling group. |
| // The instance definitions must specify at least two different instance types |
| // that are supported by GameLift FleetIQ. This updated list replaces the entire |
| // current list of instance definitions for the game server group. For more |
| // information on instance types, see EC2 Instance Types (https://docs.aws.amazon.com/AWSEC2/latest/UserGuide/instance-types.html) |
| // in the Amazon EC2 User Guide. You can optionally specify capacity weighting |
| // for each instance type. If no weight value is specified for an instance type, |
| // it is set to the default value "1". For more information about capacity weighting, |
| // see Instance Weighting for Amazon EC2 Auto Scaling (https://docs.aws.amazon.com/autoscaling/ec2/userguide/asg-instance-weighting.html) |
| // in the Amazon EC2 Auto Scaling User Guide. |
| InstanceDefinitions []*InstanceDefinition `min:"2" type:"list"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // for an IAM role that allows Amazon GameLift to access your Amazon EC2 Auto |
| // Scaling groups. |
| RoleArn *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateGameServerGroupInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateGameServerGroupInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *UpdateGameServerGroupInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "UpdateGameServerGroupInput"} |
| if s.GameServerGroupName == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) |
| } |
| if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) |
| } |
| if s.InstanceDefinitions != nil && len(s.InstanceDefinitions) < 2 { |
| invalidParams.Add(request.NewErrParamMinLen("InstanceDefinitions", 2)) |
| } |
| if s.RoleArn != nil && len(*s.RoleArn) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("RoleArn", 1)) |
| } |
| if s.InstanceDefinitions != nil { |
| for i, v := range s.InstanceDefinitions { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "InstanceDefinitions", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetBalancingStrategy sets the BalancingStrategy field's value. |
| func (s *UpdateGameServerGroupInput) SetBalancingStrategy(v string) *UpdateGameServerGroupInput { |
| s.BalancingStrategy = &v |
| return s |
| } |
| |
| // SetGameServerGroupName sets the GameServerGroupName field's value. |
| func (s *UpdateGameServerGroupInput) SetGameServerGroupName(v string) *UpdateGameServerGroupInput { |
| s.GameServerGroupName = &v |
| return s |
| } |
| |
| // SetGameServerProtectionPolicy sets the GameServerProtectionPolicy field's value. |
| func (s *UpdateGameServerGroupInput) SetGameServerProtectionPolicy(v string) *UpdateGameServerGroupInput { |
| s.GameServerProtectionPolicy = &v |
| return s |
| } |
| |
| // SetInstanceDefinitions sets the InstanceDefinitions field's value. |
| func (s *UpdateGameServerGroupInput) SetInstanceDefinitions(v []*InstanceDefinition) *UpdateGameServerGroupInput { |
| s.InstanceDefinitions = v |
| return s |
| } |
| |
| // SetRoleArn sets the RoleArn field's value. |
| func (s *UpdateGameServerGroupInput) SetRoleArn(v string) *UpdateGameServerGroupInput { |
| s.RoleArn = &v |
| return s |
| } |
| |
| type UpdateGameServerGroupOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // An object that describes the game server group resource with updated properties. |
| GameServerGroup *GameServerGroup `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateGameServerGroupOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateGameServerGroupOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameServerGroup sets the GameServerGroup field's value. |
| func (s *UpdateGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *UpdateGameServerGroupOutput { |
| s.GameServerGroup = v |
| return s |
| } |
| |
| type UpdateGameServerInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A set of custom game server properties, formatted as a single string value. |
| // This data is passed to a game client or service when it requests information |
| // on game servers using ListGameServers or ClaimGameServer. |
| GameServerData *string `min:"1" type:"string"` |
| |
| // A unique identifier for the game server group where the game server is running. |
| // Use either the GameServerGroup name or ARN value. |
| // |
| // GameServerGroupName is a required field |
| GameServerGroupName *string `min:"1" type:"string" required:"true"` |
| |
| // A custom string that uniquely identifies the game server to update. |
| // |
| // GameServerId is a required field |
| GameServerId *string `min:"3" type:"string" required:"true"` |
| |
| // Indicates health status of the game server. A request that includes this |
| // parameter updates the game server's LastHealthCheckTime timestamp. |
| HealthCheck *string `type:"string" enum:"GameServerHealthCheck"` |
| |
| // Indicates whether the game server is available or is currently hosting gameplay. |
| UtilizationStatus *string `type:"string" enum:"GameServerUtilizationStatus"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateGameServerInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateGameServerInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *UpdateGameServerInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "UpdateGameServerInput"} |
| if s.GameServerData != nil && len(*s.GameServerData) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerData", 1)) |
| } |
| if s.GameServerGroupName == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameServerGroupName")) |
| } |
| if s.GameServerGroupName != nil && len(*s.GameServerGroupName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerGroupName", 1)) |
| } |
| if s.GameServerId == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameServerId")) |
| } |
| if s.GameServerId != nil && len(*s.GameServerId) < 3 { |
| invalidParams.Add(request.NewErrParamMinLen("GameServerId", 3)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetGameServerData sets the GameServerData field's value. |
| func (s *UpdateGameServerInput) SetGameServerData(v string) *UpdateGameServerInput { |
| s.GameServerData = &v |
| return s |
| } |
| |
| // SetGameServerGroupName sets the GameServerGroupName field's value. |
| func (s *UpdateGameServerInput) SetGameServerGroupName(v string) *UpdateGameServerInput { |
| s.GameServerGroupName = &v |
| return s |
| } |
| |
| // SetGameServerId sets the GameServerId field's value. |
| func (s *UpdateGameServerInput) SetGameServerId(v string) *UpdateGameServerInput { |
| s.GameServerId = &v |
| return s |
| } |
| |
| // SetHealthCheck sets the HealthCheck field's value. |
| func (s *UpdateGameServerInput) SetHealthCheck(v string) *UpdateGameServerInput { |
| s.HealthCheck = &v |
| return s |
| } |
| |
| // SetUtilizationStatus sets the UtilizationStatus field's value. |
| func (s *UpdateGameServerInput) SetUtilizationStatus(v string) *UpdateGameServerInput { |
| s.UtilizationStatus = &v |
| return s |
| } |
| |
| type UpdateGameServerOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // Object that describes the newly updated game server. |
| GameServer *GameServer `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateGameServerOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateGameServerOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameServer sets the GameServer field's value. |
| func (s *UpdateGameServerOutput) SetGameServer(v *GameServer) *UpdateGameServerOutput { |
| s.GameServer = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type UpdateGameSessionInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the game session to update. |
| // |
| // GameSessionId is a required field |
| GameSessionId *string `min:"1" type:"string" required:"true"` |
| |
| // The maximum number of players that can be connected simultaneously to the |
| // game session. |
| MaximumPlayerSessionCount *int64 `type:"integer"` |
| |
| // A descriptive label that is associated with a game session. Session names |
| // do not need to be unique. |
| Name *string `min:"1" type:"string"` |
| |
| // A policy that determines whether the game session is accepting new players. |
| PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"` |
| |
| // Game session protection policy to apply to this game session only. |
| // |
| // * NoProtection -- The game session can be terminated during a scale-down |
| // event. |
| // |
| // * FullProtection -- If the game session is in an ACTIVE status, it cannot |
| // be terminated during a scale-down event. |
| ProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateGameSessionInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateGameSessionInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *UpdateGameSessionInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "UpdateGameSessionInput"} |
| if s.GameSessionId == nil { |
| invalidParams.Add(request.NewErrParamRequired("GameSessionId")) |
| } |
| if s.GameSessionId != nil && len(*s.GameSessionId) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1)) |
| } |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetGameSessionId sets the GameSessionId field's value. |
| func (s *UpdateGameSessionInput) SetGameSessionId(v string) *UpdateGameSessionInput { |
| s.GameSessionId = &v |
| return s |
| } |
| |
| // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. |
| func (s *UpdateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *UpdateGameSessionInput { |
| s.MaximumPlayerSessionCount = &v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *UpdateGameSessionInput) SetName(v string) *UpdateGameSessionInput { |
| s.Name = &v |
| return s |
| } |
| |
| // SetPlayerSessionCreationPolicy sets the PlayerSessionCreationPolicy field's value. |
| func (s *UpdateGameSessionInput) SetPlayerSessionCreationPolicy(v string) *UpdateGameSessionInput { |
| s.PlayerSessionCreationPolicy = &v |
| return s |
| } |
| |
| // SetProtectionPolicy sets the ProtectionPolicy field's value. |
| func (s *UpdateGameSessionInput) SetProtectionPolicy(v string) *UpdateGameSessionInput { |
| s.ProtectionPolicy = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type UpdateGameSessionOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The updated game session properties. |
| GameSession *GameSession `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateGameSessionOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateGameSessionOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameSession sets the GameSession field's value. |
| func (s *UpdateGameSessionOutput) SetGameSession(v *GameSession) *UpdateGameSessionOutput { |
| s.GameSession = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type UpdateGameSessionQueueInput struct { |
| _ struct{} `type:"structure"` |
| |
| // Information to be added to all events that are related to this game session |
| // queue. |
| CustomEventData *string `type:"string"` |
| |
| // 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. |
| Destinations []*GameSessionQueueDestination `type:"list"` |
| |
| // 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. |
| FilterConfiguration *FilterConfiguration `type:"structure"` |
| |
| // 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. |
| // |
| // Name is a required field |
| Name *string `min:"1" type:"string" required:"true"` |
| |
| // 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). |
| NotificationTarget *string `type:"string"` |
| |
| // 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. |
| PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` |
| |
| // 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. |
| PriorityConfiguration *PriorityConfiguration `type:"structure"` |
| |
| // 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. |
| TimeoutInSeconds *int64 `type:"integer"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateGameSessionQueueInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateGameSessionQueueInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *UpdateGameSessionQueueInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "UpdateGameSessionQueueInput"} |
| if s.Name == nil { |
| invalidParams.Add(request.NewErrParamRequired("Name")) |
| } |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| if s.Destinations != nil { |
| for i, v := range s.Destinations { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Destinations", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| if s.FilterConfiguration != nil { |
| if err := s.FilterConfiguration.Validate(); err != nil { |
| invalidParams.AddNested("FilterConfiguration", err.(request.ErrInvalidParams)) |
| } |
| } |
| if s.PriorityConfiguration != nil { |
| if err := s.PriorityConfiguration.Validate(); err != nil { |
| invalidParams.AddNested("PriorityConfiguration", err.(request.ErrInvalidParams)) |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetCustomEventData sets the CustomEventData field's value. |
| func (s *UpdateGameSessionQueueInput) SetCustomEventData(v string) *UpdateGameSessionQueueInput { |
| s.CustomEventData = &v |
| return s |
| } |
| |
| // SetDestinations sets the Destinations field's value. |
| func (s *UpdateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *UpdateGameSessionQueueInput { |
| s.Destinations = v |
| return s |
| } |
| |
| // SetFilterConfiguration sets the FilterConfiguration field's value. |
| func (s *UpdateGameSessionQueueInput) SetFilterConfiguration(v *FilterConfiguration) *UpdateGameSessionQueueInput { |
| s.FilterConfiguration = v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *UpdateGameSessionQueueInput) SetName(v string) *UpdateGameSessionQueueInput { |
| s.Name = &v |
| return s |
| } |
| |
| // SetNotificationTarget sets the NotificationTarget field's value. |
| func (s *UpdateGameSessionQueueInput) SetNotificationTarget(v string) *UpdateGameSessionQueueInput { |
| s.NotificationTarget = &v |
| return s |
| } |
| |
| // SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value. |
| func (s *UpdateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *UpdateGameSessionQueueInput { |
| s.PlayerLatencyPolicies = v |
| return s |
| } |
| |
| // SetPriorityConfiguration sets the PriorityConfiguration field's value. |
| func (s *UpdateGameSessionQueueInput) SetPriorityConfiguration(v *PriorityConfiguration) *UpdateGameSessionQueueInput { |
| s.PriorityConfiguration = v |
| return s |
| } |
| |
| // SetTimeoutInSeconds sets the TimeoutInSeconds field's value. |
| func (s *UpdateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *UpdateGameSessionQueueInput { |
| s.TimeoutInSeconds = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type UpdateGameSessionQueueOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // An object that describes the newly updated game session queue. |
| GameSessionQueue *GameSessionQueue `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateGameSessionQueueOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateGameSessionQueueOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetGameSessionQueue sets the GameSessionQueue field's value. |
| func (s *UpdateGameSessionQueueOutput) SetGameSessionQueue(v *GameSessionQueue) *UpdateGameSessionQueueOutput { |
| s.GameSessionQueue = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type UpdateMatchmakingConfigurationInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A flag that indicates whether a match that was created with this configuration |
| // must be accepted by the matched players. To require acceptance, set to TRUE. |
| // With this option enabled, matchmaking tickets use the status REQUIRES_ACCEPTANCE |
| // to indicate when a completed potential match is waiting for player acceptance. |
| AcceptanceRequired *bool `type:"boolean"` |
| |
| // The length of time (in seconds) to wait for players to accept a proposed |
| // match, if acceptance is required. |
| AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` |
| |
| // The number of player slots in a match to keep open for future players. For |
| // example, if the configuration's rule set specifies a match for a single 12-person |
| // team, and the additional player count is set to 2, only 10 players are selected |
| // for the match. This parameter is not used if FlexMatchMode is set to STANDALONE. |
| AdditionalPlayerCount *int64 `type:"integer"` |
| |
| // The method that is used to backfill game sessions created with this matchmaking |
| // configuration. Specify MANUAL when your game manages backfill requests manually |
| // or does not use the match backfill feature. Specify AUTOMATIC to have GameLift |
| // create a StartMatchBackfill request whenever a game session has one or more |
| // open slots. Learn more about manual and automatic backfill in Backfill Existing |
| // Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html). |
| // Automatic backfill is not available when FlexMatchMode is set to STANDALONE. |
| BackfillMode *string `type:"string" enum:"BackfillMode"` |
| |
| // Information to add to all events related to the matchmaking configuration. |
| CustomEventData *string `type:"string"` |
| |
| // A descriptive label that is associated with matchmaking configuration. |
| Description *string `min:"1" type:"string"` |
| |
| // Indicates whether this matchmaking configuration is being used with GameLift |
| // hosting or as a standalone matchmaking solution. |
| // |
| // * STANDALONE - FlexMatch forms matches and returns match information, |
| // including players and team assignments, in a MatchmakingSucceeded (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html#match-events-matchmakingsucceeded) |
| // event. |
| // |
| // * WITH_QUEUE - FlexMatch forms matches and uses the specified GameLift |
| // queue to start a game session for the match. |
| FlexMatchMode *string `type:"string" enum:"FlexMatchMode"` |
| |
| // A set of custom properties for a game session, formatted as key:value pairs. |
| // These properties are passed to a game server process in the GameSession object |
| // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). |
| // This information is added to the new GameSession object that is created for |
| // a successful match. This parameter is not used if FlexMatchMode is set to |
| // STANDALONE. |
| GameProperties []*GameProperty `type:"list"` |
| |
| // A set of custom game session properties, formatted as a single string value. |
| // This data is passed to a game server process in the GameSession object with |
| // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). |
| // This information is added to the new GameSession object that is created for |
| // a successful match. This parameter is not used if FlexMatchMode is set to |
| // STANDALONE. |
| GameSessionData *string `min:"1" type:"string"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // that is assigned to a GameLift game session queue resource and uniquely identifies |
| // it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue |
| // name>. Queues can be located in any Region. Queues are used to start new |
| // GameLift-hosted game sessions for matches that are created with this matchmaking |
| // configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter. |
| GameSessionQueueArns []*string `type:"list"` |
| |
| // A unique identifier for the matchmaking configuration to update. You can |
| // use either the configuration name or ARN value. |
| // |
| // Name is a required field |
| Name *string `min:"1" type:"string" required:"true"` |
| |
| // An SNS topic ARN that is set up to receive matchmaking notifications. See |
| // Setting up notifications for matchmaking (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) |
| // for more information. |
| NotificationTarget *string `type:"string"` |
| |
| // The maximum duration, in seconds, that a matchmaking ticket can remain in |
| // process before timing out. Requests that fail due to timing out can be resubmitted |
| // as needed. |
| RequestTimeoutSeconds *int64 `min:"1" type:"integer"` |
| |
| // A unique identifier for the matchmaking rule set to use with this configuration. |
| // You can use either the rule set name or ARN value. A matchmaking configuration |
| // can only use rule sets that are defined in the same Region. |
| RuleSetName *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateMatchmakingConfigurationInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateMatchmakingConfigurationInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *UpdateMatchmakingConfigurationInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "UpdateMatchmakingConfigurationInput"} |
| if s.AcceptanceTimeoutSeconds != nil && *s.AcceptanceTimeoutSeconds < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("AcceptanceTimeoutSeconds", 1)) |
| } |
| if s.Description != nil && len(*s.Description) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Description", 1)) |
| } |
| if s.GameSessionData != nil && len(*s.GameSessionData) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("GameSessionData", 1)) |
| } |
| if s.Name == nil { |
| invalidParams.Add(request.NewErrParamRequired("Name")) |
| } |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| if s.RequestTimeoutSeconds != nil && *s.RequestTimeoutSeconds < 1 { |
| invalidParams.Add(request.NewErrParamMinValue("RequestTimeoutSeconds", 1)) |
| } |
| if s.RuleSetName != nil && len(*s.RuleSetName) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("RuleSetName", 1)) |
| } |
| if s.GameProperties != nil { |
| for i, v := range s.GameProperties { |
| if v == nil { |
| continue |
| } |
| if err := v.Validate(); err != nil { |
| invalidParams.AddNested(fmt.Sprintf("%s[%v]", "GameProperties", i), err.(request.ErrInvalidParams)) |
| } |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetAcceptanceRequired sets the AcceptanceRequired field's value. |
| func (s *UpdateMatchmakingConfigurationInput) SetAcceptanceRequired(v bool) *UpdateMatchmakingConfigurationInput { |
| s.AcceptanceRequired = &v |
| return s |
| } |
| |
| // SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value. |
| func (s *UpdateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds(v int64) *UpdateMatchmakingConfigurationInput { |
| s.AcceptanceTimeoutSeconds = &v |
| return s |
| } |
| |
| // SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value. |
| func (s *UpdateMatchmakingConfigurationInput) SetAdditionalPlayerCount(v int64) *UpdateMatchmakingConfigurationInput { |
| s.AdditionalPlayerCount = &v |
| return s |
| } |
| |
| // SetBackfillMode sets the BackfillMode field's value. |
| func (s *UpdateMatchmakingConfigurationInput) SetBackfillMode(v string) *UpdateMatchmakingConfigurationInput { |
| s.BackfillMode = &v |
| return s |
| } |
| |
| // SetCustomEventData sets the CustomEventData field's value. |
| func (s *UpdateMatchmakingConfigurationInput) SetCustomEventData(v string) *UpdateMatchmakingConfigurationInput { |
| s.CustomEventData = &v |
| return s |
| } |
| |
| // SetDescription sets the Description field's value. |
| func (s *UpdateMatchmakingConfigurationInput) SetDescription(v string) *UpdateMatchmakingConfigurationInput { |
| s.Description = &v |
| return s |
| } |
| |
| // SetFlexMatchMode sets the FlexMatchMode field's value. |
| func (s *UpdateMatchmakingConfigurationInput) SetFlexMatchMode(v string) *UpdateMatchmakingConfigurationInput { |
| s.FlexMatchMode = &v |
| return s |
| } |
| |
| // SetGameProperties sets the GameProperties field's value. |
| func (s *UpdateMatchmakingConfigurationInput) SetGameProperties(v []*GameProperty) *UpdateMatchmakingConfigurationInput { |
| s.GameProperties = v |
| return s |
| } |
| |
| // SetGameSessionData sets the GameSessionData field's value. |
| func (s *UpdateMatchmakingConfigurationInput) SetGameSessionData(v string) *UpdateMatchmakingConfigurationInput { |
| s.GameSessionData = &v |
| return s |
| } |
| |
| // SetGameSessionQueueArns sets the GameSessionQueueArns field's value. |
| func (s *UpdateMatchmakingConfigurationInput) SetGameSessionQueueArns(v []*string) *UpdateMatchmakingConfigurationInput { |
| s.GameSessionQueueArns = v |
| return s |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *UpdateMatchmakingConfigurationInput) SetName(v string) *UpdateMatchmakingConfigurationInput { |
| s.Name = &v |
| return s |
| } |
| |
| // SetNotificationTarget sets the NotificationTarget field's value. |
| func (s *UpdateMatchmakingConfigurationInput) SetNotificationTarget(v string) *UpdateMatchmakingConfigurationInput { |
| s.NotificationTarget = &v |
| return s |
| } |
| |
| // SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value. |
| func (s *UpdateMatchmakingConfigurationInput) SetRequestTimeoutSeconds(v int64) *UpdateMatchmakingConfigurationInput { |
| s.RequestTimeoutSeconds = &v |
| return s |
| } |
| |
| // SetRuleSetName sets the RuleSetName field's value. |
| func (s *UpdateMatchmakingConfigurationInput) SetRuleSetName(v string) *UpdateMatchmakingConfigurationInput { |
| s.RuleSetName = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type UpdateMatchmakingConfigurationOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The updated matchmaking configuration. |
| Configuration *MatchmakingConfiguration `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateMatchmakingConfigurationOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateMatchmakingConfigurationOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetConfiguration sets the Configuration field's value. |
| func (s *UpdateMatchmakingConfigurationOutput) SetConfiguration(v *MatchmakingConfiguration) *UpdateMatchmakingConfigurationOutput { |
| s.Configuration = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type UpdateRuntimeConfigurationInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A unique identifier for the fleet to update runtime configuration for. You |
| // can use either the fleet ID or ARN value. |
| // |
| // FleetId is a required field |
| FleetId *string `type:"string" required:"true"` |
| |
| // Instructions for launching server processes on each instance in the fleet. |
| // Server processes run either a custom game build executable or a Realtime |
| // Servers script. The runtime configuration lists the types of server processes |
| // to run on an instance, how to launch them, and the number of processes to |
| // run concurrently. |
| // |
| // RuntimeConfiguration is a required field |
| RuntimeConfiguration *RuntimeConfiguration `type:"structure" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateRuntimeConfigurationInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateRuntimeConfigurationInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *UpdateRuntimeConfigurationInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "UpdateRuntimeConfigurationInput"} |
| if s.FleetId == nil { |
| invalidParams.Add(request.NewErrParamRequired("FleetId")) |
| } |
| if s.RuntimeConfiguration == nil { |
| invalidParams.Add(request.NewErrParamRequired("RuntimeConfiguration")) |
| } |
| if s.RuntimeConfiguration != nil { |
| if err := s.RuntimeConfiguration.Validate(); err != nil { |
| invalidParams.AddNested("RuntimeConfiguration", err.(request.ErrInvalidParams)) |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *UpdateRuntimeConfigurationInput) SetFleetId(v string) *UpdateRuntimeConfigurationInput { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetRuntimeConfiguration sets the RuntimeConfiguration field's value. |
| func (s *UpdateRuntimeConfigurationInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationInput { |
| s.RuntimeConfiguration = v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type UpdateRuntimeConfigurationOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The runtime configuration currently in use by all instances in the fleet. |
| // If the update was successful, all property changes are shown. |
| RuntimeConfiguration *RuntimeConfiguration `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateRuntimeConfigurationOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateRuntimeConfigurationOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetRuntimeConfiguration sets the RuntimeConfiguration field's value. |
| func (s *UpdateRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationOutput { |
| s.RuntimeConfiguration = v |
| return s |
| } |
| |
| type UpdateScriptInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A descriptive label that is associated with a script. Script names do not |
| // need to be unique. |
| Name *string `min:"1" type:"string"` |
| |
| // A unique identifier for the Realtime script to update. You can use either |
| // the script ID or ARN value. |
| // |
| // ScriptId is a required field |
| ScriptId *string `type:"string" required:"true"` |
| |
| // The location of the Amazon S3 bucket where a zipped file containing your |
| // Realtime scripts is stored. The storage location must specify the Amazon |
| // S3 bucket name, the zip file name (the "key"), and a role ARN that allows |
| // Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must |
| // be in the same Region where you want to create a new script. By default, |
| // Amazon GameLift uploads the latest version of the zip file; if you have S3 |
| // object versioning turned on, you can use the ObjectVersion parameter to specify |
| // an earlier version. |
| StorageLocation *S3Location `type:"structure"` |
| |
| // Version information that is associated with a build or script. Version strings |
| // do not need to be unique. |
| Version *string `min:"1" type:"string"` |
| |
| // A data object containing your Realtime scripts and dependencies as a zip |
| // file. The zip file can have one or multiple files. Maximum size of a zip |
| // file is 5 MB. |
| // |
| // When using the Amazon Web Services CLI tool to create a script, this parameter |
| // is set to the zip file name. It must be prepended with the string "fileb://" |
| // to indicate that the file data is a binary object. For example: --zip-file |
| // fileb://myRealtimeScript.zip. |
| // ZipFile is automatically base64 encoded/decoded by the SDK. |
| ZipFile []byte `type:"blob"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateScriptInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateScriptInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *UpdateScriptInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "UpdateScriptInput"} |
| if s.Name != nil && len(*s.Name) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Name", 1)) |
| } |
| if s.ScriptId == nil { |
| invalidParams.Add(request.NewErrParamRequired("ScriptId")) |
| } |
| if s.Version != nil && len(*s.Version) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("Version", 1)) |
| } |
| if s.StorageLocation != nil { |
| if err := s.StorageLocation.Validate(); err != nil { |
| invalidParams.AddNested("StorageLocation", err.(request.ErrInvalidParams)) |
| } |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetName sets the Name field's value. |
| func (s *UpdateScriptInput) SetName(v string) *UpdateScriptInput { |
| s.Name = &v |
| return s |
| } |
| |
| // SetScriptId sets the ScriptId field's value. |
| func (s *UpdateScriptInput) SetScriptId(v string) *UpdateScriptInput { |
| s.ScriptId = &v |
| return s |
| } |
| |
| // SetStorageLocation sets the StorageLocation field's value. |
| func (s *UpdateScriptInput) SetStorageLocation(v *S3Location) *UpdateScriptInput { |
| s.StorageLocation = v |
| return s |
| } |
| |
| // SetVersion sets the Version field's value. |
| func (s *UpdateScriptInput) SetVersion(v string) *UpdateScriptInput { |
| s.Version = &v |
| return s |
| } |
| |
| // SetZipFile sets the ZipFile field's value. |
| func (s *UpdateScriptInput) SetZipFile(v []byte) *UpdateScriptInput { |
| s.ZipFile = v |
| return s |
| } |
| |
| type UpdateScriptOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // The newly created script record with a unique script ID. The new script's |
| // storage location reflects an Amazon S3 location: (1) If the script was uploaded |
| // from an S3 bucket under your account, the storage location reflects the information |
| // that was provided in the CreateScript request; (2) If the script file was |
| // uploaded from a local zip file, the storage location reflects an S3 location |
| // controls by the Amazon GameLift service. |
| Script *Script `type:"structure"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateScriptOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s UpdateScriptOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetScript sets the Script field's value. |
| func (s *UpdateScriptOutput) SetScript(v *Script) *UpdateScriptOutput { |
| s.Script = v |
| return s |
| } |
| |
| // Represents the input for a request operation. |
| type ValidateMatchmakingRuleSetInput struct { |
| _ struct{} `type:"structure"` |
| |
| // A collection of matchmaking rules to validate, formatted as a JSON string. |
| // |
| // RuleSetBody is a required field |
| RuleSetBody *string `min:"1" type:"string" required:"true"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ValidateMatchmakingRuleSetInput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ValidateMatchmakingRuleSetInput) GoString() string { |
| return s.String() |
| } |
| |
| // Validate inspects the fields of the type to determine if they are valid. |
| func (s *ValidateMatchmakingRuleSetInput) Validate() error { |
| invalidParams := request.ErrInvalidParams{Context: "ValidateMatchmakingRuleSetInput"} |
| if s.RuleSetBody == nil { |
| invalidParams.Add(request.NewErrParamRequired("RuleSetBody")) |
| } |
| if s.RuleSetBody != nil && len(*s.RuleSetBody) < 1 { |
| invalidParams.Add(request.NewErrParamMinLen("RuleSetBody", 1)) |
| } |
| |
| if invalidParams.Len() > 0 { |
| return invalidParams |
| } |
| return nil |
| } |
| |
| // SetRuleSetBody sets the RuleSetBody field's value. |
| func (s *ValidateMatchmakingRuleSetInput) SetRuleSetBody(v string) *ValidateMatchmakingRuleSetInput { |
| s.RuleSetBody = &v |
| return s |
| } |
| |
| // Represents the returned data in response to a request operation. |
| type ValidateMatchmakingRuleSetOutput struct { |
| _ struct{} `type:"structure"` |
| |
| // A response indicating whether the rule set is valid. |
| Valid *bool `type:"boolean"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ValidateMatchmakingRuleSetOutput) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s ValidateMatchmakingRuleSetOutput) GoString() string { |
| return s.String() |
| } |
| |
| // SetValid sets the Valid field's value. |
| func (s *ValidateMatchmakingRuleSetOutput) SetValid(v bool) *ValidateMatchmakingRuleSetOutput { |
| s.Valid = &v |
| return s |
| } |
| |
| // Represents an authorization for a VPC peering connection between the VPC |
| // for an Amazon GameLift fleet and another VPC on an account you have access |
| // to. This authorization must exist and be valid for the peering connection |
| // to be established. Authorizations are valid for 24 hours after they are issued. |
| // |
| // Related actions |
| // |
| // CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization |
| // | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| type VpcPeeringAuthorization struct { |
| _ struct{} `type:"structure"` |
| |
| // Time stamp indicating when this authorization was issued. Format is a number |
| // expressed in Unix time as milliseconds (for example "1469498468.057"). |
| CreationTime *time.Time `type:"timestamp"` |
| |
| // Time stamp indicating when this authorization expires (24 hours after issuance). |
| // Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). |
| ExpirationTime *time.Time `type:"timestamp"` |
| |
| // A unique identifier for the Amazon Web Services account that you use to manage |
| // your GameLift fleet. You can find your Account ID in the Amazon Web Services |
| // Management Console under account settings. |
| GameLiftAwsAccountId *string `min:"1" type:"string"` |
| |
| PeerVpcAwsAccountId *string `min:"1" type:"string"` |
| |
| // A unique identifier for a VPC with resources to be accessed by your GameLift |
| // fleet. The VPC must be in the same Region as your fleet. To look up a VPC |
| // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the Amazon |
| // Web Services Management Console. Learn more about VPC peering in VPC Peering |
| // with GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). |
| PeerVpcId *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s VpcPeeringAuthorization) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s VpcPeeringAuthorization) GoString() string { |
| return s.String() |
| } |
| |
| // SetCreationTime sets the CreationTime field's value. |
| func (s *VpcPeeringAuthorization) SetCreationTime(v time.Time) *VpcPeeringAuthorization { |
| s.CreationTime = &v |
| return s |
| } |
| |
| // SetExpirationTime sets the ExpirationTime field's value. |
| func (s *VpcPeeringAuthorization) SetExpirationTime(v time.Time) *VpcPeeringAuthorization { |
| s.ExpirationTime = &v |
| return s |
| } |
| |
| // SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value. |
| func (s *VpcPeeringAuthorization) SetGameLiftAwsAccountId(v string) *VpcPeeringAuthorization { |
| s.GameLiftAwsAccountId = &v |
| return s |
| } |
| |
| // SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value. |
| func (s *VpcPeeringAuthorization) SetPeerVpcAwsAccountId(v string) *VpcPeeringAuthorization { |
| s.PeerVpcAwsAccountId = &v |
| return s |
| } |
| |
| // SetPeerVpcId sets the PeerVpcId field's value. |
| func (s *VpcPeeringAuthorization) SetPeerVpcId(v string) *VpcPeeringAuthorization { |
| s.PeerVpcId = &v |
| return s |
| } |
| |
| // Represents a peering connection between a VPC on one of your Amazon Web Services |
| // accounts and the VPC for your Amazon GameLift fleets. This record may be |
| // for an active peering connection or a pending connection that has not yet |
| // been established. |
| // |
| // Related actions |
| // |
| // CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization |
| // | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection |
| // | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) |
| type VpcPeeringConnection struct { |
| _ struct{} `type:"structure"` |
| |
| // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) |
| // associated with the GameLift fleet resource for this connection. |
| FleetArn *string `type:"string"` |
| |
| // A unique identifier for the fleet. This ID determines the ID of the Amazon |
| // GameLift VPC for your fleet. |
| FleetId *string `type:"string"` |
| |
| // A unique identifier for the VPC that contains the Amazon GameLift fleet for |
| // this connection. This VPC is managed by Amazon GameLift and does not appear |
| // in your Amazon Web Services account. |
| GameLiftVpcId *string `min:"1" type:"string"` |
| |
| // CIDR block of IPv4 addresses assigned to the VPC peering connection for the |
| // GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with |
| // it; these blocks cannot overlap or the peering connection cannot be created. |
| IpV4CidrBlock *string `min:"1" type:"string"` |
| |
| // A unique identifier for a VPC with resources to be accessed by your GameLift |
| // fleet. The VPC must be in the same Region as your fleet. To look up a VPC |
| // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the Amazon |
| // Web Services Management Console. Learn more about VPC peering in VPC Peering |
| // with GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). |
| PeerVpcId *string `min:"1" type:"string"` |
| |
| // The status information about the connection. Status indicates if a connection |
| // is pending, successful, or failed. |
| Status *VpcPeeringConnectionStatus `type:"structure"` |
| |
| // A unique identifier that is automatically assigned to the connection record. |
| // This ID is referenced in VPC peering connection events, and is used when |
| // deleting a connection with DeleteVpcPeeringConnection. |
| VpcPeeringConnectionId *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s VpcPeeringConnection) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s VpcPeeringConnection) GoString() string { |
| return s.String() |
| } |
| |
| // SetFleetArn sets the FleetArn field's value. |
| func (s *VpcPeeringConnection) SetFleetArn(v string) *VpcPeeringConnection { |
| s.FleetArn = &v |
| return s |
| } |
| |
| // SetFleetId sets the FleetId field's value. |
| func (s *VpcPeeringConnection) SetFleetId(v string) *VpcPeeringConnection { |
| s.FleetId = &v |
| return s |
| } |
| |
| // SetGameLiftVpcId sets the GameLiftVpcId field's value. |
| func (s *VpcPeeringConnection) SetGameLiftVpcId(v string) *VpcPeeringConnection { |
| s.GameLiftVpcId = &v |
| return s |
| } |
| |
| // SetIpV4CidrBlock sets the IpV4CidrBlock field's value. |
| func (s *VpcPeeringConnection) SetIpV4CidrBlock(v string) *VpcPeeringConnection { |
| s.IpV4CidrBlock = &v |
| return s |
| } |
| |
| // SetPeerVpcId sets the PeerVpcId field's value. |
| func (s *VpcPeeringConnection) SetPeerVpcId(v string) *VpcPeeringConnection { |
| s.PeerVpcId = &v |
| return s |
| } |
| |
| // SetStatus sets the Status field's value. |
| func (s *VpcPeeringConnection) SetStatus(v *VpcPeeringConnectionStatus) *VpcPeeringConnection { |
| s.Status = v |
| return s |
| } |
| |
| // SetVpcPeeringConnectionId sets the VpcPeeringConnectionId field's value. |
| func (s *VpcPeeringConnection) SetVpcPeeringConnectionId(v string) *VpcPeeringConnection { |
| s.VpcPeeringConnectionId = &v |
| return s |
| } |
| |
| // Represents status information for a VPC peering connection. Status is associated |
| // with a VpcPeeringConnection object. Status codes and messages are provided |
| // from EC2 (see VpcPeeringConnectionStateReason (https://docs.aws.amazon.com/AWSEC2/latest/APIReference/API_VpcPeeringConnectionStateReason.html)). |
| // Connection status information is also communicated as a fleet Event. |
| type VpcPeeringConnectionStatus struct { |
| _ struct{} `type:"structure"` |
| |
| // Code indicating the status of a VPC peering connection. |
| Code *string `min:"1" type:"string"` |
| |
| // Additional messaging associated with the connection status. |
| Message *string `min:"1" type:"string"` |
| } |
| |
| // String returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s VpcPeeringConnectionStatus) String() string { |
| return awsutil.Prettify(s) |
| } |
| |
| // GoString returns the string representation. |
| // |
| // API parameter values that are decorated as "sensitive" in the API will not |
| // be included in the string output. The member name will be present, but the |
| // value will be replaced with "sensitive". |
| func (s VpcPeeringConnectionStatus) GoString() string { |
| return s.String() |
| } |
| |
| // SetCode sets the Code field's value. |
| func (s *VpcPeeringConnectionStatus) SetCode(v string) *VpcPeeringConnectionStatus { |
| s.Code = &v |
| return s |
| } |
| |
| // SetMessage sets the Message field's value. |
| func (s *VpcPeeringConnectionStatus) SetMessage(v string) *VpcPeeringConnectionStatus { |
| s.Message = &v |
| return s |
| } |
| |
| const ( |
| // AcceptanceTypeAccept is a AcceptanceType enum value |
| AcceptanceTypeAccept = "ACCEPT" |
| |
| // AcceptanceTypeReject is a AcceptanceType enum value |
| AcceptanceTypeReject = "REJECT" |
| ) |
| |
| // AcceptanceType_Values returns all elements of the AcceptanceType enum |
| func AcceptanceType_Values() []string { |
| return []string{ |
| AcceptanceTypeAccept, |
| AcceptanceTypeReject, |
| } |
| } |
| |
| const ( |
| // BackfillModeAutomatic is a BackfillMode enum value |
| BackfillModeAutomatic = "AUTOMATIC" |
| |
| // BackfillModeManual is a BackfillMode enum value |
| BackfillModeManual = "MANUAL" |
| ) |
| |
| // BackfillMode_Values returns all elements of the BackfillMode enum |
| func BackfillMode_Values() []string { |
| return []string{ |
| BackfillModeAutomatic, |
| BackfillModeManual, |
| } |
| } |
| |
| const ( |
| // BalancingStrategySpotOnly is a BalancingStrategy enum value |
| BalancingStrategySpotOnly = "SPOT_ONLY" |
| |
| // BalancingStrategySpotPreferred is a BalancingStrategy enum value |
| BalancingStrategySpotPreferred = "SPOT_PREFERRED" |
| |
| // BalancingStrategyOnDemandOnly is a BalancingStrategy enum value |
| BalancingStrategyOnDemandOnly = "ON_DEMAND_ONLY" |
| ) |
| |
| // BalancingStrategy_Values returns all elements of the BalancingStrategy enum |
| func BalancingStrategy_Values() []string { |
| return []string{ |
| BalancingStrategySpotOnly, |
| BalancingStrategySpotPreferred, |
| BalancingStrategyOnDemandOnly, |
| } |
| } |
| |
| const ( |
| // BuildStatusInitialized is a BuildStatus enum value |
| BuildStatusInitialized = "INITIALIZED" |
| |
| // BuildStatusReady is a BuildStatus enum value |
| BuildStatusReady = "READY" |
| |
| // BuildStatusFailed is a BuildStatus enum value |
| BuildStatusFailed = "FAILED" |
| ) |
| |
| // BuildStatus_Values returns all elements of the BuildStatus enum |
| func BuildStatus_Values() []string { |
| return []string{ |
| BuildStatusInitialized, |
| BuildStatusReady, |
| BuildStatusFailed, |
| } |
| } |
| |
| const ( |
| // CertificateTypeDisabled is a CertificateType enum value |
| CertificateTypeDisabled = "DISABLED" |
| |
| // CertificateTypeGenerated is a CertificateType enum value |
| CertificateTypeGenerated = "GENERATED" |
| ) |
| |
| // CertificateType_Values returns all elements of the CertificateType enum |
| func CertificateType_Values() []string { |
| return []string{ |
| CertificateTypeDisabled, |
| CertificateTypeGenerated, |
| } |
| } |
| |
| const ( |
| // ComparisonOperatorTypeGreaterThanOrEqualToThreshold is a ComparisonOperatorType enum value |
| ComparisonOperatorTypeGreaterThanOrEqualToThreshold = "GreaterThanOrEqualToThreshold" |
| |
| // ComparisonOperatorTypeGreaterThanThreshold is a ComparisonOperatorType enum value |
| ComparisonOperatorTypeGreaterThanThreshold = "GreaterThanThreshold" |
| |
| // ComparisonOperatorTypeLessThanThreshold is a ComparisonOperatorType enum value |
| ComparisonOperatorTypeLessThanThreshold = "LessThanThreshold" |
| |
| // ComparisonOperatorTypeLessThanOrEqualToThreshold is a ComparisonOperatorType enum value |
| ComparisonOperatorTypeLessThanOrEqualToThreshold = "LessThanOrEqualToThreshold" |
| ) |
| |
| // ComparisonOperatorType_Values returns all elements of the ComparisonOperatorType enum |
| func ComparisonOperatorType_Values() []string { |
| return []string{ |
| ComparisonOperatorTypeGreaterThanOrEqualToThreshold, |
| ComparisonOperatorTypeGreaterThanThreshold, |
| ComparisonOperatorTypeLessThanThreshold, |
| ComparisonOperatorTypeLessThanOrEqualToThreshold, |
| } |
| } |
| |
| const ( |
| // EC2InstanceTypeT2Micro is a EC2InstanceType enum value |
| EC2InstanceTypeT2Micro = "t2.micro" |
| |
| // EC2InstanceTypeT2Small is a EC2InstanceType enum value |
| EC2InstanceTypeT2Small = "t2.small" |
| |
| // EC2InstanceTypeT2Medium is a EC2InstanceType enum value |
| EC2InstanceTypeT2Medium = "t2.medium" |
| |
| // EC2InstanceTypeT2Large is a EC2InstanceType enum value |
| EC2InstanceTypeT2Large = "t2.large" |
| |
| // EC2InstanceTypeC3Large is a EC2InstanceType enum value |
| EC2InstanceTypeC3Large = "c3.large" |
| |
| // EC2InstanceTypeC3Xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC3Xlarge = "c3.xlarge" |
| |
| // EC2InstanceTypeC32xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC32xlarge = "c3.2xlarge" |
| |
| // EC2InstanceTypeC34xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC34xlarge = "c3.4xlarge" |
| |
| // EC2InstanceTypeC38xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC38xlarge = "c3.8xlarge" |
| |
| // EC2InstanceTypeC4Large is a EC2InstanceType enum value |
| EC2InstanceTypeC4Large = "c4.large" |
| |
| // EC2InstanceTypeC4Xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC4Xlarge = "c4.xlarge" |
| |
| // EC2InstanceTypeC42xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC42xlarge = "c4.2xlarge" |
| |
| // EC2InstanceTypeC44xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC44xlarge = "c4.4xlarge" |
| |
| // EC2InstanceTypeC48xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC48xlarge = "c4.8xlarge" |
| |
| // EC2InstanceTypeC5Large is a EC2InstanceType enum value |
| EC2InstanceTypeC5Large = "c5.large" |
| |
| // EC2InstanceTypeC5Xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC5Xlarge = "c5.xlarge" |
| |
| // EC2InstanceTypeC52xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC52xlarge = "c5.2xlarge" |
| |
| // EC2InstanceTypeC54xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC54xlarge = "c5.4xlarge" |
| |
| // EC2InstanceTypeC59xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC59xlarge = "c5.9xlarge" |
| |
| // EC2InstanceTypeC512xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC512xlarge = "c5.12xlarge" |
| |
| // EC2InstanceTypeC518xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC518xlarge = "c5.18xlarge" |
| |
| // EC2InstanceTypeC524xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC524xlarge = "c5.24xlarge" |
| |
| // EC2InstanceTypeC5aLarge is a EC2InstanceType enum value |
| EC2InstanceTypeC5aLarge = "c5a.large" |
| |
| // EC2InstanceTypeC5aXlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC5aXlarge = "c5a.xlarge" |
| |
| // EC2InstanceTypeC5a2xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC5a2xlarge = "c5a.2xlarge" |
| |
| // EC2InstanceTypeC5a4xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC5a4xlarge = "c5a.4xlarge" |
| |
| // EC2InstanceTypeC5a8xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC5a8xlarge = "c5a.8xlarge" |
| |
| // EC2InstanceTypeC5a12xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC5a12xlarge = "c5a.12xlarge" |
| |
| // EC2InstanceTypeC5a16xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC5a16xlarge = "c5a.16xlarge" |
| |
| // EC2InstanceTypeC5a24xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeC5a24xlarge = "c5a.24xlarge" |
| |
| // EC2InstanceTypeR3Large is a EC2InstanceType enum value |
| EC2InstanceTypeR3Large = "r3.large" |
| |
| // EC2InstanceTypeR3Xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR3Xlarge = "r3.xlarge" |
| |
| // EC2InstanceTypeR32xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR32xlarge = "r3.2xlarge" |
| |
| // EC2InstanceTypeR34xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR34xlarge = "r3.4xlarge" |
| |
| // EC2InstanceTypeR38xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR38xlarge = "r3.8xlarge" |
| |
| // EC2InstanceTypeR4Large is a EC2InstanceType enum value |
| EC2InstanceTypeR4Large = "r4.large" |
| |
| // EC2InstanceTypeR4Xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR4Xlarge = "r4.xlarge" |
| |
| // EC2InstanceTypeR42xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR42xlarge = "r4.2xlarge" |
| |
| // EC2InstanceTypeR44xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR44xlarge = "r4.4xlarge" |
| |
| // EC2InstanceTypeR48xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR48xlarge = "r4.8xlarge" |
| |
| // EC2InstanceTypeR416xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR416xlarge = "r4.16xlarge" |
| |
| // EC2InstanceTypeR5Large is a EC2InstanceType enum value |
| EC2InstanceTypeR5Large = "r5.large" |
| |
| // EC2InstanceTypeR5Xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR5Xlarge = "r5.xlarge" |
| |
| // EC2InstanceTypeR52xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR52xlarge = "r5.2xlarge" |
| |
| // EC2InstanceTypeR54xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR54xlarge = "r5.4xlarge" |
| |
| // EC2InstanceTypeR58xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR58xlarge = "r5.8xlarge" |
| |
| // EC2InstanceTypeR512xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR512xlarge = "r5.12xlarge" |
| |
| // EC2InstanceTypeR516xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR516xlarge = "r5.16xlarge" |
| |
| // EC2InstanceTypeR524xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR524xlarge = "r5.24xlarge" |
| |
| // EC2InstanceTypeR5aLarge is a EC2InstanceType enum value |
| EC2InstanceTypeR5aLarge = "r5a.large" |
| |
| // EC2InstanceTypeR5aXlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR5aXlarge = "r5a.xlarge" |
| |
| // EC2InstanceTypeR5a2xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR5a2xlarge = "r5a.2xlarge" |
| |
| // EC2InstanceTypeR5a4xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR5a4xlarge = "r5a.4xlarge" |
| |
| // EC2InstanceTypeR5a8xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR5a8xlarge = "r5a.8xlarge" |
| |
| // EC2InstanceTypeR5a12xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR5a12xlarge = "r5a.12xlarge" |
| |
| // EC2InstanceTypeR5a16xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR5a16xlarge = "r5a.16xlarge" |
| |
| // EC2InstanceTypeR5a24xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeR5a24xlarge = "r5a.24xlarge" |
| |
| // EC2InstanceTypeM3Medium is a EC2InstanceType enum value |
| EC2InstanceTypeM3Medium = "m3.medium" |
| |
| // EC2InstanceTypeM3Large is a EC2InstanceType enum value |
| EC2InstanceTypeM3Large = "m3.large" |
| |
| // EC2InstanceTypeM3Xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM3Xlarge = "m3.xlarge" |
| |
| // EC2InstanceTypeM32xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM32xlarge = "m3.2xlarge" |
| |
| // EC2InstanceTypeM4Large is a EC2InstanceType enum value |
| EC2InstanceTypeM4Large = "m4.large" |
| |
| // EC2InstanceTypeM4Xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM4Xlarge = "m4.xlarge" |
| |
| // EC2InstanceTypeM42xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM42xlarge = "m4.2xlarge" |
| |
| // EC2InstanceTypeM44xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM44xlarge = "m4.4xlarge" |
| |
| // EC2InstanceTypeM410xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM410xlarge = "m4.10xlarge" |
| |
| // EC2InstanceTypeM5Large is a EC2InstanceType enum value |
| EC2InstanceTypeM5Large = "m5.large" |
| |
| // EC2InstanceTypeM5Xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM5Xlarge = "m5.xlarge" |
| |
| // EC2InstanceTypeM52xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM52xlarge = "m5.2xlarge" |
| |
| // EC2InstanceTypeM54xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM54xlarge = "m5.4xlarge" |
| |
| // EC2InstanceTypeM58xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM58xlarge = "m5.8xlarge" |
| |
| // EC2InstanceTypeM512xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM512xlarge = "m5.12xlarge" |
| |
| // EC2InstanceTypeM516xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM516xlarge = "m5.16xlarge" |
| |
| // EC2InstanceTypeM524xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM524xlarge = "m5.24xlarge" |
| |
| // EC2InstanceTypeM5aLarge is a EC2InstanceType enum value |
| EC2InstanceTypeM5aLarge = "m5a.large" |
| |
| // EC2InstanceTypeM5aXlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM5aXlarge = "m5a.xlarge" |
| |
| // EC2InstanceTypeM5a2xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM5a2xlarge = "m5a.2xlarge" |
| |
| // EC2InstanceTypeM5a4xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM5a4xlarge = "m5a.4xlarge" |
| |
| // EC2InstanceTypeM5a8xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM5a8xlarge = "m5a.8xlarge" |
| |
| // EC2InstanceTypeM5a12xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM5a12xlarge = "m5a.12xlarge" |
| |
| // EC2InstanceTypeM5a16xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM5a16xlarge = "m5a.16xlarge" |
| |
| // EC2InstanceTypeM5a24xlarge is a EC2InstanceType enum value |
| EC2InstanceTypeM5a24xlarge = "m5a.24xlarge" |
| ) |
| |
| // EC2InstanceType_Values returns all elements of the EC2InstanceType enum |
| func EC2InstanceType_Values() []string { |
| return []string{ |
| EC2InstanceTypeT2Micro, |
| EC2InstanceTypeT2Small, |
| EC2InstanceTypeT2Medium, |
| EC2InstanceTypeT2Large, |
| EC2InstanceTypeC3Large, |
| EC2InstanceTypeC3Xlarge, |
| EC2InstanceTypeC32xlarge, |
| EC2InstanceTypeC34xlarge, |
| EC2InstanceTypeC38xlarge, |
| EC2InstanceTypeC4Large, |
| EC2InstanceTypeC4Xlarge, |
| EC2InstanceTypeC42xlarge, |
| EC2InstanceTypeC44xlarge, |
| EC2InstanceTypeC48xlarge, |
| EC2InstanceTypeC5Large, |
| EC2InstanceTypeC5Xlarge, |
| EC2InstanceTypeC52xlarge, |
| EC2InstanceTypeC54xlarge, |
| EC2InstanceTypeC59xlarge, |
| EC2InstanceTypeC512xlarge, |
| EC2InstanceTypeC518xlarge, |
| EC2InstanceTypeC524xlarge, |
| EC2InstanceTypeC5aLarge, |
| EC2InstanceTypeC5aXlarge, |
| EC2InstanceTypeC5a2xlarge, |
| EC2InstanceTypeC5a4xlarge, |
| EC2InstanceTypeC5a8xlarge, |
| EC2InstanceTypeC5a12xlarge, |
| EC2InstanceTypeC5a16xlarge, |
| EC2InstanceTypeC5a24xlarge, |
| EC2InstanceTypeR3Large, |
| EC2InstanceTypeR3Xlarge, |
| EC2InstanceTypeR32xlarge, |
| EC2InstanceTypeR34xlarge, |
| EC2InstanceTypeR38xlarge, |
| EC2InstanceTypeR4Large, |
| EC2InstanceTypeR4Xlarge, |
| EC2InstanceTypeR42xlarge, |
| EC2InstanceTypeR44xlarge, |
| EC2InstanceTypeR48xlarge, |
| EC2InstanceTypeR416xlarge, |
| EC2InstanceTypeR5Large, |
| EC2InstanceTypeR5Xlarge, |
| EC2InstanceTypeR52xlarge, |
| EC2InstanceTypeR54xlarge, |
| EC2InstanceTypeR58xlarge, |
| EC2InstanceTypeR512xlarge, |
| EC2InstanceTypeR516xlarge, |
| EC2InstanceTypeR524xlarge, |
| EC2InstanceTypeR5aLarge, |
| EC2InstanceTypeR5aXlarge, |
| EC2InstanceTypeR5a2xlarge, |
| EC2InstanceTypeR5a4xlarge, |
| EC2InstanceTypeR5a8xlarge, |
| EC2InstanceTypeR5a12xlarge, |
| EC2InstanceTypeR5a16xlarge, |
| EC2InstanceTypeR5a24xlarge, |
| EC2InstanceTypeM3Medium, |
| EC2InstanceTypeM3Large, |
| EC2InstanceTypeM3Xlarge, |
| EC2InstanceTypeM32xlarge, |
| EC2InstanceTypeM4Large, |
| EC2InstanceTypeM4Xlarge, |
| EC2InstanceTypeM42xlarge, |
| EC2InstanceTypeM44xlarge, |
| EC2InstanceTypeM410xlarge, |
| EC2InstanceTypeM5Large, |
| EC2InstanceTypeM5Xlarge, |
| EC2InstanceTypeM52xlarge, |
| EC2InstanceTypeM54xlarge, |
| EC2InstanceTypeM58xlarge, |
| EC2InstanceTypeM512xlarge, |
| EC2InstanceTypeM516xlarge, |
| EC2InstanceTypeM524xlarge, |
| EC2InstanceTypeM5aLarge, |
| EC2InstanceTypeM5aXlarge, |
| EC2InstanceTypeM5a2xlarge, |
| EC2InstanceTypeM5a4xlarge, |
| EC2InstanceTypeM5a8xlarge, |
| EC2InstanceTypeM5a12xlarge, |
| EC2InstanceTypeM5a16xlarge, |
| EC2InstanceTypeM5a24xlarge, |
| } |
| } |
| |
| const ( |
| // EventCodeGenericEvent is a EventCode enum value |
| EventCodeGenericEvent = "GENERIC_EVENT" |
| |
| // EventCodeFleetCreated is a EventCode enum value |
| EventCodeFleetCreated = "FLEET_CREATED" |
| |
| // EventCodeFleetDeleted is a EventCode enum value |
| EventCodeFleetDeleted = "FLEET_DELETED" |
| |
| // EventCodeFleetScalingEvent is a EventCode enum value |
| EventCodeFleetScalingEvent = "FLEET_SCALING_EVENT" |
| |
| // EventCodeFleetStateDownloading is a EventCode enum value |
| EventCodeFleetStateDownloading = "FLEET_STATE_DOWNLOADING" |
| |
| // EventCodeFleetStateValidating is a EventCode enum value |
| EventCodeFleetStateValidating = "FLEET_STATE_VALIDATING" |
| |
| // EventCodeFleetStateBuilding is a EventCode enum value |
| EventCodeFleetStateBuilding = "FLEET_STATE_BUILDING" |
| |
| // EventCodeFleetStateActivating is a EventCode enum value |
| EventCodeFleetStateActivating = "FLEET_STATE_ACTIVATING" |
| |
| // EventCodeFleetStateActive is a EventCode enum value |
| EventCodeFleetStateActive = "FLEET_STATE_ACTIVE" |
| |
| // EventCodeFleetStateError is a EventCode enum value |
| EventCodeFleetStateError = "FLEET_STATE_ERROR" |
| |
| // EventCodeFleetInitializationFailed is a EventCode enum value |
| EventCodeFleetInitializationFailed = "FLEET_INITIALIZATION_FAILED" |
| |
| // EventCodeFleetBinaryDownloadFailed is a EventCode enum value |
| EventCodeFleetBinaryDownloadFailed = "FLEET_BINARY_DOWNLOAD_FAILED" |
| |
| // EventCodeFleetValidationLaunchPathNotFound is a EventCode enum value |
| EventCodeFleetValidationLaunchPathNotFound = "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND" |
| |
| // EventCodeFleetValidationExecutableRuntimeFailure is a EventCode enum value |
| EventCodeFleetValidationExecutableRuntimeFailure = "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE" |
| |
| // EventCodeFleetValidationTimedOut is a EventCode enum value |
| EventCodeFleetValidationTimedOut = "FLEET_VALIDATION_TIMED_OUT" |
| |
| // EventCodeFleetActivationFailed is a EventCode enum value |
| EventCodeFleetActivationFailed = "FLEET_ACTIVATION_FAILED" |
| |
| // EventCodeFleetActivationFailedNoInstances is a EventCode enum value |
| EventCodeFleetActivationFailedNoInstances = "FLEET_ACTIVATION_FAILED_NO_INSTANCES" |
| |
| // EventCodeFleetNewGameSessionProtectionPolicyUpdated is a EventCode enum value |
| EventCodeFleetNewGameSessionProtectionPolicyUpdated = "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED" |
| |
| // EventCodeServerProcessInvalidPath is a EventCode enum value |
| EventCodeServerProcessInvalidPath = "SERVER_PROCESS_INVALID_PATH" |
| |
| // EventCodeServerProcessSdkInitializationTimeout is a EventCode enum value |
| EventCodeServerProcessSdkInitializationTimeout = "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT" |
| |
| // EventCodeServerProcessProcessReadyTimeout is a EventCode enum value |
| EventCodeServerProcessProcessReadyTimeout = "SERVER_PROCESS_PROCESS_READY_TIMEOUT" |
| |
| // EventCodeServerProcessCrashed is a EventCode enum value |
| EventCodeServerProcessCrashed = "SERVER_PROCESS_CRASHED" |
| |
| // EventCodeServerProcessTerminatedUnhealthy is a EventCode enum value |
| EventCodeServerProcessTerminatedUnhealthy = "SERVER_PROCESS_TERMINATED_UNHEALTHY" |
| |
| // EventCodeServerProcessForceTerminated is a EventCode enum value |
| EventCodeServerProcessForceTerminated = "SERVER_PROCESS_FORCE_TERMINATED" |
| |
| // EventCodeServerProcessProcessExitTimeout is a EventCode enum value |
| EventCodeServerProcessProcessExitTimeout = "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT" |
| |
| // EventCodeGameSessionActivationTimeout is a EventCode enum value |
| EventCodeGameSessionActivationTimeout = "GAME_SESSION_ACTIVATION_TIMEOUT" |
| |
| // EventCodeFleetCreationExtractingBuild is a EventCode enum value |
| EventCodeFleetCreationExtractingBuild = "FLEET_CREATION_EXTRACTING_BUILD" |
| |
| // EventCodeFleetCreationRunningInstaller is a EventCode enum value |
| EventCodeFleetCreationRunningInstaller = "FLEET_CREATION_RUNNING_INSTALLER" |
| |
| // EventCodeFleetCreationValidatingRuntimeConfig is a EventCode enum value |
| EventCodeFleetCreationValidatingRuntimeConfig = "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG" |
| |
| // EventCodeFleetVpcPeeringSucceeded is a EventCode enum value |
| EventCodeFleetVpcPeeringSucceeded = "FLEET_VPC_PEERING_SUCCEEDED" |
| |
| // EventCodeFleetVpcPeeringFailed is a EventCode enum value |
| EventCodeFleetVpcPeeringFailed = "FLEET_VPC_PEERING_FAILED" |
| |
| // EventCodeFleetVpcPeeringDeleted is a EventCode enum value |
| EventCodeFleetVpcPeeringDeleted = "FLEET_VPC_PEERING_DELETED" |
| |
| // EventCodeInstanceInterrupted is a EventCode enum value |
| EventCodeInstanceInterrupted = "INSTANCE_INTERRUPTED" |
| ) |
| |
| // EventCode_Values returns all elements of the EventCode enum |
| func EventCode_Values() []string { |
| return []string{ |
| EventCodeGenericEvent, |
| EventCodeFleetCreated, |
| EventCodeFleetDeleted, |
| EventCodeFleetScalingEvent, |
| EventCodeFleetStateDownloading, |
| EventCodeFleetStateValidating, |
| EventCodeFleetStateBuilding, |
| EventCodeFleetStateActivating, |
| EventCodeFleetStateActive, |
| EventCodeFleetStateError, |
| EventCodeFleetInitializationFailed, |
| EventCodeFleetBinaryDownloadFailed, |
| EventCodeFleetValidationLaunchPathNotFound, |
| EventCodeFleetValidationExecutableRuntimeFailure, |
| EventCodeFleetValidationTimedOut, |
| EventCodeFleetActivationFailed, |
| EventCodeFleetActivationFailedNoInstances, |
| EventCodeFleetNewGameSessionProtectionPolicyUpdated, |
| EventCodeServerProcessInvalidPath, |
| EventCodeServerProcessSdkInitializationTimeout, |
| EventCodeServerProcessProcessReadyTimeout, |
| EventCodeServerProcessCrashed, |
| EventCodeServerProcessTerminatedUnhealthy, |
| EventCodeServerProcessForceTerminated, |
| EventCodeServerProcessProcessExitTimeout, |
| EventCodeGameSessionActivationTimeout, |
| EventCodeFleetCreationExtractingBuild, |
| EventCodeFleetCreationRunningInstaller, |
| EventCodeFleetCreationValidatingRuntimeConfig, |
| EventCodeFleetVpcPeeringSucceeded, |
| EventCodeFleetVpcPeeringFailed, |
| EventCodeFleetVpcPeeringDeleted, |
| EventCodeInstanceInterrupted, |
| } |
| } |
| |
| const ( |
| // FleetActionAutoScaling is a FleetAction enum value |
| FleetActionAutoScaling = "AUTO_SCALING" |
| ) |
| |
| // FleetAction_Values returns all elements of the FleetAction enum |
| func FleetAction_Values() []string { |
| return []string{ |
| FleetActionAutoScaling, |
| } |
| } |
| |
| const ( |
| // FleetStatusNew is a FleetStatus enum value |
| FleetStatusNew = "NEW" |
| |
| // FleetStatusDownloading is a FleetStatus enum value |
| FleetStatusDownloading = "DOWNLOADING" |
| |
| // FleetStatusValidating is a FleetStatus enum value |
| FleetStatusValidating = "VALIDATING" |
| |
| // FleetStatusBuilding is a FleetStatus enum value |
| FleetStatusBuilding = "BUILDING" |
| |
| // FleetStatusActivating is a FleetStatus enum value |
| FleetStatusActivating = "ACTIVATING" |
| |
| // FleetStatusActive is a FleetStatus enum value |
| FleetStatusActive = "ACTIVE" |
| |
| // FleetStatusDeleting is a FleetStatus enum value |
| FleetStatusDeleting = "DELETING" |
| |
| // FleetStatusError is a FleetStatus enum value |
| FleetStatusError = "ERROR" |
| |
| // FleetStatusTerminated is a FleetStatus enum value |
| FleetStatusTerminated = "TERMINATED" |
| ) |
| |
| // FleetStatus_Values returns all elements of the FleetStatus enum |
| func FleetStatus_Values() []string { |
| return []string{ |
| FleetStatusNew, |
| FleetStatusDownloading, |
| FleetStatusValidating, |
| FleetStatusBuilding, |
| FleetStatusActivating, |
| FleetStatusActive, |
| FleetStatusDeleting, |
| FleetStatusError, |
| FleetStatusTerminated, |
| } |
| } |
| |
| const ( |
| // FleetTypeOnDemand is a FleetType enum value |
| FleetTypeOnDemand = "ON_DEMAND" |
| |
| // FleetTypeSpot is a FleetType enum value |
| FleetTypeSpot = "SPOT" |
| ) |
| |
| // FleetType_Values returns all elements of the FleetType enum |
| func FleetType_Values() []string { |
| return []string{ |
| FleetTypeOnDemand, |
| FleetTypeSpot, |
| } |
| } |
| |
| const ( |
| // FlexMatchModeStandalone is a FlexMatchMode enum value |
| FlexMatchModeStandalone = "STANDALONE" |
| |
| // FlexMatchModeWithQueue is a FlexMatchMode enum value |
| FlexMatchModeWithQueue = "WITH_QUEUE" |
| ) |
| |
| // FlexMatchMode_Values returns all elements of the FlexMatchMode enum |
| func FlexMatchMode_Values() []string { |
| return []string{ |
| FlexMatchModeStandalone, |
| FlexMatchModeWithQueue, |
| } |
| } |
| |
| const ( |
| // GameServerClaimStatusClaimed is a GameServerClaimStatus enum value |
| GameServerClaimStatusClaimed = "CLAIMED" |
| ) |
| |
| // GameServerClaimStatus_Values returns all elements of the GameServerClaimStatus enum |
| func GameServerClaimStatus_Values() []string { |
| return []string{ |
| GameServerClaimStatusClaimed, |
| } |
| } |
| |
| const ( |
| // GameServerGroupActionReplaceInstanceTypes is a GameServerGroupAction enum value |
| GameServerGroupActionReplaceInstanceTypes = "REPLACE_INSTANCE_TYPES" |
| ) |
| |
| // GameServerGroupAction_Values returns all elements of the GameServerGroupAction enum |
| func GameServerGroupAction_Values() []string { |
| return []string{ |
| GameServerGroupActionReplaceInstanceTypes, |
| } |
| } |
| |
| const ( |
| // GameServerGroupDeleteOptionSafeDelete is a GameServerGroupDeleteOption enum value |
| GameServerGroupDeleteOptionSafeDelete = "SAFE_DELETE" |
| |
| // GameServerGroupDeleteOptionForceDelete is a GameServerGroupDeleteOption enum value |
| GameServerGroupDeleteOptionForceDelete = "FORCE_DELETE" |
| |
| // GameServerGroupDeleteOptionRetain is a GameServerGroupDeleteOption enum value |
| GameServerGroupDeleteOptionRetain = "RETAIN" |
| ) |
| |
| // GameServerGroupDeleteOption_Values returns all elements of the GameServerGroupDeleteOption enum |
| func GameServerGroupDeleteOption_Values() []string { |
| return []string{ |
| GameServerGroupDeleteOptionSafeDelete, |
| GameServerGroupDeleteOptionForceDelete, |
| GameServerGroupDeleteOptionRetain, |
| } |
| } |
| |
| const ( |
| // GameServerGroupInstanceTypeC4Large is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC4Large = "c4.large" |
| |
| // GameServerGroupInstanceTypeC4Xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC4Xlarge = "c4.xlarge" |
| |
| // GameServerGroupInstanceTypeC42xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC42xlarge = "c4.2xlarge" |
| |
| // GameServerGroupInstanceTypeC44xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC44xlarge = "c4.4xlarge" |
| |
| // GameServerGroupInstanceTypeC48xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC48xlarge = "c4.8xlarge" |
| |
| // GameServerGroupInstanceTypeC5Large is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC5Large = "c5.large" |
| |
| // GameServerGroupInstanceTypeC5Xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC5Xlarge = "c5.xlarge" |
| |
| // GameServerGroupInstanceTypeC52xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC52xlarge = "c5.2xlarge" |
| |
| // GameServerGroupInstanceTypeC54xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC54xlarge = "c5.4xlarge" |
| |
| // GameServerGroupInstanceTypeC59xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC59xlarge = "c5.9xlarge" |
| |
| // GameServerGroupInstanceTypeC512xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC512xlarge = "c5.12xlarge" |
| |
| // GameServerGroupInstanceTypeC518xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC518xlarge = "c5.18xlarge" |
| |
| // GameServerGroupInstanceTypeC524xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC524xlarge = "c5.24xlarge" |
| |
| // GameServerGroupInstanceTypeC5aLarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC5aLarge = "c5a.large" |
| |
| // GameServerGroupInstanceTypeC5aXlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC5aXlarge = "c5a.xlarge" |
| |
| // GameServerGroupInstanceTypeC5a2xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC5a2xlarge = "c5a.2xlarge" |
| |
| // GameServerGroupInstanceTypeC5a4xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC5a4xlarge = "c5a.4xlarge" |
| |
| // GameServerGroupInstanceTypeC5a8xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC5a8xlarge = "c5a.8xlarge" |
| |
| // GameServerGroupInstanceTypeC5a12xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC5a12xlarge = "c5a.12xlarge" |
| |
| // GameServerGroupInstanceTypeC5a16xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC5a16xlarge = "c5a.16xlarge" |
| |
| // GameServerGroupInstanceTypeC5a24xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC5a24xlarge = "c5a.24xlarge" |
| |
| // GameServerGroupInstanceTypeC6gMedium is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC6gMedium = "c6g.medium" |
| |
| // GameServerGroupInstanceTypeC6gLarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC6gLarge = "c6g.large" |
| |
| // GameServerGroupInstanceTypeC6gXlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC6gXlarge = "c6g.xlarge" |
| |
| // GameServerGroupInstanceTypeC6g2xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC6g2xlarge = "c6g.2xlarge" |
| |
| // GameServerGroupInstanceTypeC6g4xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC6g4xlarge = "c6g.4xlarge" |
| |
| // GameServerGroupInstanceTypeC6g8xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC6g8xlarge = "c6g.8xlarge" |
| |
| // GameServerGroupInstanceTypeC6g12xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC6g12xlarge = "c6g.12xlarge" |
| |
| // GameServerGroupInstanceTypeC6g16xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeC6g16xlarge = "c6g.16xlarge" |
| |
| // GameServerGroupInstanceTypeR4Large is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR4Large = "r4.large" |
| |
| // GameServerGroupInstanceTypeR4Xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR4Xlarge = "r4.xlarge" |
| |
| // GameServerGroupInstanceTypeR42xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR42xlarge = "r4.2xlarge" |
| |
| // GameServerGroupInstanceTypeR44xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR44xlarge = "r4.4xlarge" |
| |
| // GameServerGroupInstanceTypeR48xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR48xlarge = "r4.8xlarge" |
| |
| // GameServerGroupInstanceTypeR416xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR416xlarge = "r4.16xlarge" |
| |
| // GameServerGroupInstanceTypeR5Large is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR5Large = "r5.large" |
| |
| // GameServerGroupInstanceTypeR5Xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR5Xlarge = "r5.xlarge" |
| |
| // GameServerGroupInstanceTypeR52xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR52xlarge = "r5.2xlarge" |
| |
| // GameServerGroupInstanceTypeR54xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR54xlarge = "r5.4xlarge" |
| |
| // GameServerGroupInstanceTypeR58xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR58xlarge = "r5.8xlarge" |
| |
| // GameServerGroupInstanceTypeR512xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR512xlarge = "r5.12xlarge" |
| |
| // GameServerGroupInstanceTypeR516xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR516xlarge = "r5.16xlarge" |
| |
| // GameServerGroupInstanceTypeR524xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR524xlarge = "r5.24xlarge" |
| |
| // GameServerGroupInstanceTypeR5aLarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR5aLarge = "r5a.large" |
| |
| // GameServerGroupInstanceTypeR5aXlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR5aXlarge = "r5a.xlarge" |
| |
| // GameServerGroupInstanceTypeR5a2xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR5a2xlarge = "r5a.2xlarge" |
| |
| // GameServerGroupInstanceTypeR5a4xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR5a4xlarge = "r5a.4xlarge" |
| |
| // GameServerGroupInstanceTypeR5a8xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR5a8xlarge = "r5a.8xlarge" |
| |
| // GameServerGroupInstanceTypeR5a12xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR5a12xlarge = "r5a.12xlarge" |
| |
| // GameServerGroupInstanceTypeR5a16xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR5a16xlarge = "r5a.16xlarge" |
| |
| // GameServerGroupInstanceTypeR5a24xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR5a24xlarge = "r5a.24xlarge" |
| |
| // GameServerGroupInstanceTypeR6gMedium is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR6gMedium = "r6g.medium" |
| |
| // GameServerGroupInstanceTypeR6gLarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR6gLarge = "r6g.large" |
| |
| // GameServerGroupInstanceTypeR6gXlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR6gXlarge = "r6g.xlarge" |
| |
| // GameServerGroupInstanceTypeR6g2xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR6g2xlarge = "r6g.2xlarge" |
| |
| // GameServerGroupInstanceTypeR6g4xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR6g4xlarge = "r6g.4xlarge" |
| |
| // GameServerGroupInstanceTypeR6g8xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR6g8xlarge = "r6g.8xlarge" |
| |
| // GameServerGroupInstanceTypeR6g12xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR6g12xlarge = "r6g.12xlarge" |
| |
| // GameServerGroupInstanceTypeR6g16xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeR6g16xlarge = "r6g.16xlarge" |
| |
| // GameServerGroupInstanceTypeM4Large is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM4Large = "m4.large" |
| |
| // GameServerGroupInstanceTypeM4Xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM4Xlarge = "m4.xlarge" |
| |
| // GameServerGroupInstanceTypeM42xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM42xlarge = "m4.2xlarge" |
| |
| // GameServerGroupInstanceTypeM44xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM44xlarge = "m4.4xlarge" |
| |
| // GameServerGroupInstanceTypeM410xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM410xlarge = "m4.10xlarge" |
| |
| // GameServerGroupInstanceTypeM5Large is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM5Large = "m5.large" |
| |
| // GameServerGroupInstanceTypeM5Xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM5Xlarge = "m5.xlarge" |
| |
| // GameServerGroupInstanceTypeM52xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM52xlarge = "m5.2xlarge" |
| |
| // GameServerGroupInstanceTypeM54xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM54xlarge = "m5.4xlarge" |
| |
| // GameServerGroupInstanceTypeM58xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM58xlarge = "m5.8xlarge" |
| |
| // GameServerGroupInstanceTypeM512xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM512xlarge = "m5.12xlarge" |
| |
| // GameServerGroupInstanceTypeM516xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM516xlarge = "m5.16xlarge" |
| |
| // GameServerGroupInstanceTypeM524xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM524xlarge = "m5.24xlarge" |
| |
| // GameServerGroupInstanceTypeM5aLarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM5aLarge = "m5a.large" |
| |
| // GameServerGroupInstanceTypeM5aXlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM5aXlarge = "m5a.xlarge" |
| |
| // GameServerGroupInstanceTypeM5a2xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM5a2xlarge = "m5a.2xlarge" |
| |
| // GameServerGroupInstanceTypeM5a4xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM5a4xlarge = "m5a.4xlarge" |
| |
| // GameServerGroupInstanceTypeM5a8xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM5a8xlarge = "m5a.8xlarge" |
| |
| // GameServerGroupInstanceTypeM5a12xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM5a12xlarge = "m5a.12xlarge" |
| |
| // GameServerGroupInstanceTypeM5a16xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM5a16xlarge = "m5a.16xlarge" |
| |
| // GameServerGroupInstanceTypeM5a24xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM5a24xlarge = "m5a.24xlarge" |
| |
| // GameServerGroupInstanceTypeM6gMedium is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM6gMedium = "m6g.medium" |
| |
| // GameServerGroupInstanceTypeM6gLarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM6gLarge = "m6g.large" |
| |
| // GameServerGroupInstanceTypeM6gXlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM6gXlarge = "m6g.xlarge" |
| |
| // GameServerGroupInstanceTypeM6g2xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM6g2xlarge = "m6g.2xlarge" |
| |
| // GameServerGroupInstanceTypeM6g4xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM6g4xlarge = "m6g.4xlarge" |
| |
| // GameServerGroupInstanceTypeM6g8xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM6g8xlarge = "m6g.8xlarge" |
| |
| // GameServerGroupInstanceTypeM6g12xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM6g12xlarge = "m6g.12xlarge" |
| |
| // GameServerGroupInstanceTypeM6g16xlarge is a GameServerGroupInstanceType enum value |
| GameServerGroupInstanceTypeM6g16xlarge = "m6g.16xlarge" |
| ) |
| |
| // GameServerGroupInstanceType_Values returns all elements of the GameServerGroupInstanceType enum |
| func GameServerGroupInstanceType_Values() []string { |
| return []string{ |
| GameServerGroupInstanceTypeC4Large, |
| GameServerGroupInstanceTypeC4Xlarge, |
| GameServerGroupInstanceTypeC42xlarge, |
| GameServerGroupInstanceTypeC44xlarge, |
| GameServerGroupInstanceTypeC48xlarge, |
| GameServerGroupInstanceTypeC5Large, |
| GameServerGroupInstanceTypeC5Xlarge, |
| GameServerGroupInstanceTypeC52xlarge, |
| GameServerGroupInstanceTypeC54xlarge, |
| GameServerGroupInstanceTypeC59xlarge, |
| GameServerGroupInstanceTypeC512xlarge, |
| GameServerGroupInstanceTypeC518xlarge, |
| GameServerGroupInstanceTypeC524xlarge, |
| GameServerGroupInstanceTypeC5aLarge, |
| GameServerGroupInstanceTypeC5aXlarge, |
| GameServerGroupInstanceTypeC5a2xlarge, |
| GameServerGroupInstanceTypeC5a4xlarge, |
| GameServerGroupInstanceTypeC5a8xlarge, |
| GameServerGroupInstanceTypeC5a12xlarge, |
| GameServerGroupInstanceTypeC5a16xlarge, |
| GameServerGroupInstanceTypeC5a24xlarge, |
| GameServerGroupInstanceTypeC6gMedium, |
| GameServerGroupInstanceTypeC6gLarge, |
| GameServerGroupInstanceTypeC6gXlarge, |
| GameServerGroupInstanceTypeC6g2xlarge, |
| GameServerGroupInstanceTypeC6g4xlarge, |
| GameServerGroupInstanceTypeC6g8xlarge, |
| GameServerGroupInstanceTypeC6g12xlarge, |
| GameServerGroupInstanceTypeC6g16xlarge, |
| GameServerGroupInstanceTypeR4Large, |
| GameServerGroupInstanceTypeR4Xlarge, |
| GameServerGroupInstanceTypeR42xlarge, |
| GameServerGroupInstanceTypeR44xlarge, |
| GameServerGroupInstanceTypeR48xlarge, |
| GameServerGroupInstanceTypeR416xlarge, |
| GameServerGroupInstanceTypeR5Large, |
| GameServerGroupInstanceTypeR5Xlarge, |
| GameServerGroupInstanceTypeR52xlarge, |
| GameServerGroupInstanceTypeR54xlarge, |
| GameServerGroupInstanceTypeR58xlarge, |
| GameServerGroupInstanceTypeR512xlarge, |
| GameServerGroupInstanceTypeR516xlarge, |
| GameServerGroupInstanceTypeR524xlarge, |
| GameServerGroupInstanceTypeR5aLarge, |
| GameServerGroupInstanceTypeR5aXlarge, |
| GameServerGroupInstanceTypeR5a2xlarge, |
| GameServerGroupInstanceTypeR5a4xlarge, |
| GameServerGroupInstanceTypeR5a8xlarge, |
| GameServerGroupInstanceTypeR5a12xlarge, |
| GameServerGroupInstanceTypeR5a16xlarge, |
| GameServerGroupInstanceTypeR5a24xlarge, |
| GameServerGroupInstanceTypeR6gMedium, |
| GameServerGroupInstanceTypeR6gLarge, |
| GameServerGroupInstanceTypeR6gXlarge, |
| GameServerGroupInstanceTypeR6g2xlarge, |
| GameServerGroupInstanceTypeR6g4xlarge, |
| GameServerGroupInstanceTypeR6g8xlarge, |
| GameServerGroupInstanceTypeR6g12xlarge, |
| GameServerGroupInstanceTypeR6g16xlarge, |
| GameServerGroupInstanceTypeM4Large, |
| GameServerGroupInstanceTypeM4Xlarge, |
| GameServerGroupInstanceTypeM42xlarge, |
| GameServerGroupInstanceTypeM44xlarge, |
| GameServerGroupInstanceTypeM410xlarge, |
| GameServerGroupInstanceTypeM5Large, |
| GameServerGroupInstanceTypeM5Xlarge, |
| GameServerGroupInstanceTypeM52xlarge, |
| GameServerGroupInstanceTypeM54xlarge, |
| GameServerGroupInstanceTypeM58xlarge, |
| GameServerGroupInstanceTypeM512xlarge, |
| GameServerGroupInstanceTypeM516xlarge, |
| GameServerGroupInstanceTypeM524xlarge, |
| GameServerGroupInstanceTypeM5aLarge, |
| GameServerGroupInstanceTypeM5aXlarge, |
| GameServerGroupInstanceTypeM5a2xlarge, |
| GameServerGroupInstanceTypeM5a4xlarge, |
| GameServerGroupInstanceTypeM5a8xlarge, |
| GameServerGroupInstanceTypeM5a12xlarge, |
| GameServerGroupInstanceTypeM5a16xlarge, |
| GameServerGroupInstanceTypeM5a24xlarge, |
| GameServerGroupInstanceTypeM6gMedium, |
| GameServerGroupInstanceTypeM6gLarge, |
| GameServerGroupInstanceTypeM6gXlarge, |
| GameServerGroupInstanceTypeM6g2xlarge, |
| GameServerGroupInstanceTypeM6g4xlarge, |
| GameServerGroupInstanceTypeM6g8xlarge, |
| GameServerGroupInstanceTypeM6g12xlarge, |
| GameServerGroupInstanceTypeM6g16xlarge, |
| } |
| } |
| |
| const ( |
| // GameServerGroupStatusNew is a GameServerGroupStatus enum value |
| GameServerGroupStatusNew = "NEW" |
| |
| // GameServerGroupStatusActivating is a GameServerGroupStatus enum value |
| GameServerGroupStatusActivating = "ACTIVATING" |
| |
| // GameServerGroupStatusActive is a GameServerGroupStatus enum value |
| GameServerGroupStatusActive = "ACTIVE" |
| |
| // GameServerGroupStatusDeleteScheduled is a GameServerGroupStatus enum value |
| GameServerGroupStatusDeleteScheduled = "DELETE_SCHEDULED" |
| |
| // GameServerGroupStatusDeleting is a GameServerGroupStatus enum value |
| GameServerGroupStatusDeleting = "DELETING" |
| |
| // GameServerGroupStatusDeleted is a GameServerGroupStatus enum value |
| GameServerGroupStatusDeleted = "DELETED" |
| |
| // GameServerGroupStatusError is a GameServerGroupStatus enum value |
| GameServerGroupStatusError = "ERROR" |
| ) |
| |
| // GameServerGroupStatus_Values returns all elements of the GameServerGroupStatus enum |
| func GameServerGroupStatus_Values() []string { |
| return []string{ |
| GameServerGroupStatusNew, |
| GameServerGroupStatusActivating, |
| GameServerGroupStatusActive, |
| GameServerGroupStatusDeleteScheduled, |
| GameServerGroupStatusDeleting, |
| GameServerGroupStatusDeleted, |
| GameServerGroupStatusError, |
| } |
| } |
| |
| const ( |
| // GameServerHealthCheckHealthy is a GameServerHealthCheck enum value |
| GameServerHealthCheckHealthy = "HEALTHY" |
| ) |
| |
| // GameServerHealthCheck_Values returns all elements of the GameServerHealthCheck enum |
| func GameServerHealthCheck_Values() []string { |
| return []string{ |
| GameServerHealthCheckHealthy, |
| } |
| } |
| |
| const ( |
| // GameServerInstanceStatusActive is a GameServerInstanceStatus enum value |
| GameServerInstanceStatusActive = "ACTIVE" |
| |
| // GameServerInstanceStatusDraining is a GameServerInstanceStatus enum value |
| GameServerInstanceStatusDraining = "DRAINING" |
| |
| // GameServerInstanceStatusSpotTerminating is a GameServerInstanceStatus enum value |
| GameServerInstanceStatusSpotTerminating = "SPOT_TERMINATING" |
| ) |
| |
| // GameServerInstanceStatus_Values returns all elements of the GameServerInstanceStatus enum |
| func GameServerInstanceStatus_Values() []string { |
| return []string{ |
| GameServerInstanceStatusActive, |
| GameServerInstanceStatusDraining, |
| GameServerInstanceStatusSpotTerminating, |
| } |
| } |
| |
| const ( |
| // GameServerProtectionPolicyNoProtection is a GameServerProtectionPolicy enum value |
| GameServerProtectionPolicyNoProtection = "NO_PROTECTION" |
| |
| // GameServerProtectionPolicyFullProtection is a GameServerProtectionPolicy enum value |
| GameServerProtectionPolicyFullProtection = "FULL_PROTECTION" |
| ) |
| |
| // GameServerProtectionPolicy_Values returns all elements of the GameServerProtectionPolicy enum |
| func GameServerProtectionPolicy_Values() []string { |
| return []string{ |
| GameServerProtectionPolicyNoProtection, |
| GameServerProtectionPolicyFullProtection, |
| } |
| } |
| |
| const ( |
| // GameServerUtilizationStatusAvailable is a GameServerUtilizationStatus enum value |
| GameServerUtilizationStatusAvailable = "AVAILABLE" |
| |
| // GameServerUtilizationStatusUtilized is a GameServerUtilizationStatus enum value |
| GameServerUtilizationStatusUtilized = "UTILIZED" |
| ) |
| |
| // GameServerUtilizationStatus_Values returns all elements of the GameServerUtilizationStatus enum |
| func GameServerUtilizationStatus_Values() []string { |
| return []string{ |
| GameServerUtilizationStatusAvailable, |
| GameServerUtilizationStatusUtilized, |
| } |
| } |
| |
| const ( |
| // GameSessionPlacementStatePending is a GameSessionPlacementState enum value |
| GameSessionPlacementStatePending = "PENDING" |
| |
| // GameSessionPlacementStateFulfilled is a GameSessionPlacementState enum value |
| GameSessionPlacementStateFulfilled = "FULFILLED" |
| |
| // GameSessionPlacementStateCancelled is a GameSessionPlacementState enum value |
| GameSessionPlacementStateCancelled = "CANCELLED" |
| |
| // GameSessionPlacementStateTimedOut is a GameSessionPlacementState enum value |
| GameSessionPlacementStateTimedOut = "TIMED_OUT" |
| |
| // GameSessionPlacementStateFailed is a GameSessionPlacementState enum value |
| GameSessionPlacementStateFailed = "FAILED" |
| ) |
| |
| // GameSessionPlacementState_Values returns all elements of the GameSessionPlacementState enum |
| func GameSessionPlacementState_Values() []string { |
| return []string{ |
| GameSessionPlacementStatePending, |
| GameSessionPlacementStateFulfilled, |
| GameSessionPlacementStateCancelled, |
| GameSessionPlacementStateTimedOut, |
| GameSessionPlacementStateFailed, |
| } |
| } |
| |
| const ( |
| // GameSessionStatusActive is a GameSessionStatus enum value |
| GameSessionStatusActive = "ACTIVE" |
| |
| // GameSessionStatusActivating is a GameSessionStatus enum value |
| GameSessionStatusActivating = "ACTIVATING" |
| |
| // GameSessionStatusTerminated is a GameSessionStatus enum value |
| GameSessionStatusTerminated = "TERMINATED" |
| |
| // GameSessionStatusTerminating is a GameSessionStatus enum value |
| GameSessionStatusTerminating = "TERMINATING" |
| |
| // GameSessionStatusError is a GameSessionStatus enum value |
| GameSessionStatusError = "ERROR" |
| ) |
| |
| // GameSessionStatus_Values returns all elements of the GameSessionStatus enum |
| func GameSessionStatus_Values() []string { |
| return []string{ |
| GameSessionStatusActive, |
| GameSessionStatusActivating, |
| GameSessionStatusTerminated, |
| GameSessionStatusTerminating, |
| GameSessionStatusError, |
| } |
| } |
| |
| const ( |
| // GameSessionStatusReasonInterrupted is a GameSessionStatusReason enum value |
| GameSessionStatusReasonInterrupted = "INTERRUPTED" |
| ) |
| |
| // GameSessionStatusReason_Values returns all elements of the GameSessionStatusReason enum |
| func GameSessionStatusReason_Values() []string { |
| return []string{ |
| GameSessionStatusReasonInterrupted, |
| } |
| } |
| |
| const ( |
| // InstanceStatusPending is a InstanceStatus enum value |
| InstanceStatusPending = "PENDING" |
| |
| // InstanceStatusActive is a InstanceStatus enum value |
| InstanceStatusActive = "ACTIVE" |
| |
| // InstanceStatusTerminating is a InstanceStatus enum value |
| InstanceStatusTerminating = "TERMINATING" |
| ) |
| |
| // InstanceStatus_Values returns all elements of the InstanceStatus enum |
| func InstanceStatus_Values() []string { |
| return []string{ |
| InstanceStatusPending, |
| InstanceStatusActive, |
| InstanceStatusTerminating, |
| } |
| } |
| |
| const ( |
| // IpProtocolTcp is a IpProtocol enum value |
| IpProtocolTcp = "TCP" |
| |
| // IpProtocolUdp is a IpProtocol enum value |
| IpProtocolUdp = "UDP" |
| ) |
| |
| // IpProtocol_Values returns all elements of the IpProtocol enum |
| func IpProtocol_Values() []string { |
| return []string{ |
| IpProtocolTcp, |
| IpProtocolUdp, |
| } |
| } |
| |
| const ( |
| // LocationUpdateStatusPendingUpdate is a LocationUpdateStatus enum value |
| LocationUpdateStatusPendingUpdate = "PENDING_UPDATE" |
| ) |
| |
| // LocationUpdateStatus_Values returns all elements of the LocationUpdateStatus enum |
| func LocationUpdateStatus_Values() []string { |
| return []string{ |
| LocationUpdateStatusPendingUpdate, |
| } |
| } |
| |
| const ( |
| // MatchmakingConfigurationStatusCancelled is a MatchmakingConfigurationStatus enum value |
| MatchmakingConfigurationStatusCancelled = "CANCELLED" |
| |
| // MatchmakingConfigurationStatusCompleted is a MatchmakingConfigurationStatus enum value |
| MatchmakingConfigurationStatusCompleted = "COMPLETED" |
| |
| // MatchmakingConfigurationStatusFailed is a MatchmakingConfigurationStatus enum value |
| MatchmakingConfigurationStatusFailed = "FAILED" |
| |
| // MatchmakingConfigurationStatusPlacing is a MatchmakingConfigurationStatus enum value |
| MatchmakingConfigurationStatusPlacing = "PLACING" |
| |
| // MatchmakingConfigurationStatusQueued is a MatchmakingConfigurationStatus enum value |
| MatchmakingConfigurationStatusQueued = "QUEUED" |
| |
| // MatchmakingConfigurationStatusRequiresAcceptance is a MatchmakingConfigurationStatus enum value |
| MatchmakingConfigurationStatusRequiresAcceptance = "REQUIRES_ACCEPTANCE" |
| |
| // MatchmakingConfigurationStatusSearching is a MatchmakingConfigurationStatus enum value |
| MatchmakingConfigurationStatusSearching = "SEARCHING" |
| |
| // MatchmakingConfigurationStatusTimedOut is a MatchmakingConfigurationStatus enum value |
| MatchmakingConfigurationStatusTimedOut = "TIMED_OUT" |
| ) |
| |
| // MatchmakingConfigurationStatus_Values returns all elements of the MatchmakingConfigurationStatus enum |
| func MatchmakingConfigurationStatus_Values() []string { |
| return []string{ |
| MatchmakingConfigurationStatusCancelled, |
| MatchmakingConfigurationStatusCompleted, |
| MatchmakingConfigurationStatusFailed, |
| MatchmakingConfigurationStatusPlacing, |
| MatchmakingConfigurationStatusQueued, |
| MatchmakingConfigurationStatusRequiresAcceptance, |
| MatchmakingConfigurationStatusSearching, |
| MatchmakingConfigurationStatusTimedOut, |
| } |
| } |
| |
| const ( |
| // MetricNameActivatingGameSessions is a MetricName enum value |
| MetricNameActivatingGameSessions = "ActivatingGameSessions" |
| |
| // MetricNameActiveGameSessions is a MetricName enum value |
| MetricNameActiveGameSessions = "ActiveGameSessions" |
| |
| // MetricNameActiveInstances is a MetricName enum value |
| MetricNameActiveInstances = "ActiveInstances" |
| |
| // MetricNameAvailableGameSessions is a MetricName enum value |
| MetricNameAvailableGameSessions = "AvailableGameSessions" |
| |
| // MetricNameAvailablePlayerSessions is a MetricName enum value |
| MetricNameAvailablePlayerSessions = "AvailablePlayerSessions" |
| |
| // MetricNameCurrentPlayerSessions is a MetricName enum value |
| MetricNameCurrentPlayerSessions = "CurrentPlayerSessions" |
| |
| // MetricNameIdleInstances is a MetricName enum value |
| MetricNameIdleInstances = "IdleInstances" |
| |
| // MetricNamePercentAvailableGameSessions is a MetricName enum value |
| MetricNamePercentAvailableGameSessions = "PercentAvailableGameSessions" |
| |
| // MetricNamePercentIdleInstances is a MetricName enum value |
| MetricNamePercentIdleInstances = "PercentIdleInstances" |
| |
| // MetricNameQueueDepth is a MetricName enum value |
| MetricNameQueueDepth = "QueueDepth" |
| |
| // MetricNameWaitTime is a MetricName enum value |
| MetricNameWaitTime = "WaitTime" |
| ) |
| |
| // MetricName_Values returns all elements of the MetricName enum |
| func MetricName_Values() []string { |
| return []string{ |
| MetricNameActivatingGameSessions, |
| MetricNameActiveGameSessions, |
| MetricNameActiveInstances, |
| MetricNameAvailableGameSessions, |
| MetricNameAvailablePlayerSessions, |
| MetricNameCurrentPlayerSessions, |
| MetricNameIdleInstances, |
| MetricNamePercentAvailableGameSessions, |
| MetricNamePercentIdleInstances, |
| MetricNameQueueDepth, |
| MetricNameWaitTime, |
| } |
| } |
| |
| const ( |
| // OperatingSystemWindows2012 is a OperatingSystem enum value |
| OperatingSystemWindows2012 = "WINDOWS_2012" |
| |
| // OperatingSystemAmazonLinux is a OperatingSystem enum value |
| OperatingSystemAmazonLinux = "AMAZON_LINUX" |
| |
| // OperatingSystemAmazonLinux2 is a OperatingSystem enum value |
| OperatingSystemAmazonLinux2 = "AMAZON_LINUX_2" |
| ) |
| |
| // OperatingSystem_Values returns all elements of the OperatingSystem enum |
| func OperatingSystem_Values() []string { |
| return []string{ |
| OperatingSystemWindows2012, |
| OperatingSystemAmazonLinux, |
| OperatingSystemAmazonLinux2, |
| } |
| } |
| |
| const ( |
| // PlayerSessionCreationPolicyAcceptAll is a PlayerSessionCreationPolicy enum value |
| PlayerSessionCreationPolicyAcceptAll = "ACCEPT_ALL" |
| |
| // PlayerSessionCreationPolicyDenyAll is a PlayerSessionCreationPolicy enum value |
| PlayerSessionCreationPolicyDenyAll = "DENY_ALL" |
| ) |
| |
| // PlayerSessionCreationPolicy_Values returns all elements of the PlayerSessionCreationPolicy enum |
| func PlayerSessionCreationPolicy_Values() []string { |
| return []string{ |
| PlayerSessionCreationPolicyAcceptAll, |
| PlayerSessionCreationPolicyDenyAll, |
| } |
| } |
| |
| const ( |
| // PlayerSessionStatusReserved is a PlayerSessionStatus enum value |
| PlayerSessionStatusReserved = "RESERVED" |
| |
| // PlayerSessionStatusActive is a PlayerSessionStatus enum value |
| PlayerSessionStatusActive = "ACTIVE" |
| |
| // PlayerSessionStatusCompleted is a PlayerSessionStatus enum value |
| PlayerSessionStatusCompleted = "COMPLETED" |
| |
| // PlayerSessionStatusTimedout is a PlayerSessionStatus enum value |
| PlayerSessionStatusTimedout = "TIMEDOUT" |
| ) |
| |
| // PlayerSessionStatus_Values returns all elements of the PlayerSessionStatus enum |
| func PlayerSessionStatus_Values() []string { |
| return []string{ |
| PlayerSessionStatusReserved, |
| PlayerSessionStatusActive, |
| PlayerSessionStatusCompleted, |
| PlayerSessionStatusTimedout, |
| } |
| } |
| |
| const ( |
| // PolicyTypeRuleBased is a PolicyType enum value |
| PolicyTypeRuleBased = "RuleBased" |
| |
| // PolicyTypeTargetBased is a PolicyType enum value |
| PolicyTypeTargetBased = "TargetBased" |
| ) |
| |
| // PolicyType_Values returns all elements of the PolicyType enum |
| func PolicyType_Values() []string { |
| return []string{ |
| PolicyTypeRuleBased, |
| PolicyTypeTargetBased, |
| } |
| } |
| |
| const ( |
| // PriorityTypeLatency is a PriorityType enum value |
| PriorityTypeLatency = "LATENCY" |
| |
| // PriorityTypeCost is a PriorityType enum value |
| PriorityTypeCost = "COST" |
| |
| // PriorityTypeDestination is a PriorityType enum value |
| PriorityTypeDestination = "DESTINATION" |
| |
| // PriorityTypeLocation is a PriorityType enum value |
| PriorityTypeLocation = "LOCATION" |
| ) |
| |
| // PriorityType_Values returns all elements of the PriorityType enum |
| func PriorityType_Values() []string { |
| return []string{ |
| PriorityTypeLatency, |
| PriorityTypeCost, |
| PriorityTypeDestination, |
| PriorityTypeLocation, |
| } |
| } |
| |
| const ( |
| // ProtectionPolicyNoProtection is a ProtectionPolicy enum value |
| ProtectionPolicyNoProtection = "NoProtection" |
| |
| // ProtectionPolicyFullProtection is a ProtectionPolicy enum value |
| ProtectionPolicyFullProtection = "FullProtection" |
| ) |
| |
| // ProtectionPolicy_Values returns all elements of the ProtectionPolicy enum |
| func ProtectionPolicy_Values() []string { |
| return []string{ |
| ProtectionPolicyNoProtection, |
| ProtectionPolicyFullProtection, |
| } |
| } |
| |
| const ( |
| // RoutingStrategyTypeSimple is a RoutingStrategyType enum value |
| RoutingStrategyTypeSimple = "SIMPLE" |
| |
| // RoutingStrategyTypeTerminal is a RoutingStrategyType enum value |
| RoutingStrategyTypeTerminal = "TERMINAL" |
| ) |
| |
| // RoutingStrategyType_Values returns all elements of the RoutingStrategyType enum |
| func RoutingStrategyType_Values() []string { |
| return []string{ |
| RoutingStrategyTypeSimple, |
| RoutingStrategyTypeTerminal, |
| } |
| } |
| |
| const ( |
| // ScalingAdjustmentTypeChangeInCapacity is a ScalingAdjustmentType enum value |
| ScalingAdjustmentTypeChangeInCapacity = "ChangeInCapacity" |
| |
| // ScalingAdjustmentTypeExactCapacity is a ScalingAdjustmentType enum value |
| ScalingAdjustmentTypeExactCapacity = "ExactCapacity" |
| |
| // ScalingAdjustmentTypePercentChangeInCapacity is a ScalingAdjustmentType enum value |
| ScalingAdjustmentTypePercentChangeInCapacity = "PercentChangeInCapacity" |
| ) |
| |
| // ScalingAdjustmentType_Values returns all elements of the ScalingAdjustmentType enum |
| func ScalingAdjustmentType_Values() []string { |
| return []string{ |
| ScalingAdjustmentTypeChangeInCapacity, |
| ScalingAdjustmentTypeExactCapacity, |
| ScalingAdjustmentTypePercentChangeInCapacity, |
| } |
| } |
| |
| const ( |
| // ScalingStatusTypeActive is a ScalingStatusType enum value |
| ScalingStatusTypeActive = "ACTIVE" |
| |
| // ScalingStatusTypeUpdateRequested is a ScalingStatusType enum value |
| ScalingStatusTypeUpdateRequested = "UPDATE_REQUESTED" |
| |
| // ScalingStatusTypeUpdating is a ScalingStatusType enum value |
| ScalingStatusTypeUpdating = "UPDATING" |
| |
| // ScalingStatusTypeDeleteRequested is a ScalingStatusType enum value |
| ScalingStatusTypeDeleteRequested = "DELETE_REQUESTED" |
| |
| // ScalingStatusTypeDeleting is a ScalingStatusType enum value |
| ScalingStatusTypeDeleting = "DELETING" |
| |
| // ScalingStatusTypeDeleted is a ScalingStatusType enum value |
| ScalingStatusTypeDeleted = "DELETED" |
| |
| // ScalingStatusTypeError is a ScalingStatusType enum value |
| ScalingStatusTypeError = "ERROR" |
| ) |
| |
| // ScalingStatusType_Values returns all elements of the ScalingStatusType enum |
| func ScalingStatusType_Values() []string { |
| return []string{ |
| ScalingStatusTypeActive, |
| ScalingStatusTypeUpdateRequested, |
| ScalingStatusTypeUpdating, |
| ScalingStatusTypeDeleteRequested, |
| ScalingStatusTypeDeleting, |
| ScalingStatusTypeDeleted, |
| ScalingStatusTypeError, |
| } |
| } |
| |
| const ( |
| // SortOrderAscending is a SortOrder enum value |
| SortOrderAscending = "ASCENDING" |
| |
| // SortOrderDescending is a SortOrder enum value |
| SortOrderDescending = "DESCENDING" |
| ) |
| |
| // SortOrder_Values returns all elements of the SortOrder enum |
| func SortOrder_Values() []string { |
| return []string{ |
| SortOrderAscending, |
| SortOrderDescending, |
| } |
| } |