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// 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,
}
}