// 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 complets // successfuly. // // 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) 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 all players accepted // the match, the ticket status is returned to SEARCHING to find a new match. // For tickets where one or more players failed to accept the match, the ticket // status is set to FAILED, and processing is terminated. A new matchmaking // request for these players can be submitted as needed. // // Matchmaking-related operations include: // // * StartMatchmaking // // * DescribeMatchmaking // // * StopMatchmaking // // * AcceptMatch // // 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 Codes: // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnsupportedRegionException "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 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 complets // successfuly. // // 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. By using a fleet alias instead of a specific fleet // ID, you can switch gameplay and players to a new fleet without changing your // game client or other game components. For example, for games in production, // using an alias allows you to seamlessly redirect your player base to a new // game server update. // // 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, which you can reference when creating a game session. You can // reassign an alias to another fleet by calling UpdateAlias. // // Alias-related operations include: // // * CreateAlias // // * ListAliases // // * DescribeAlias // // * UpdateAlias // // * DeleteAlias // // * ResolveAlias // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeConflictException "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. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeLimitExceededException "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/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 complets // successfuly. // // 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 record for your game server binary files // and points to the location of your game server build files in an Amazon Simple // Storage Service (Amazon S3) location. // // Game server binaries must be combined into a .zip file for use with Amazon // GameLift. See Uploading Your Game (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) // for more information. // // To create new builds quickly and easily, use the AWS CLI command upload-build // (http://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html). // This helper command uploads your build and creates a new build record in // one step, and automatically handles the necessary permissions. See Upload // Build Files to Amazon GameLift (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html) // for more help. // // The CreateBuild operation should be used only when you need to manually upload // your build files, as in the following scenarios: // // * Store a build file in an Amazon S3 bucket under your own AWS account. // To use this option, you must first give Amazon GameLift access to that // Amazon S3 bucket. See Create a Build with Files in Amazon S3 (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build) // for detailed help. To create a new build record using files in your Amazon // S3 bucket, call CreateBuild and specify a build name, operating system, // and the storage location of your game build. // // * Upload a build file directly to Amazon GameLift's Amazon S3 account. // To use this option, you first call CreateBuild with a build name and operating // system. This action creates a new build record and returns an Amazon S3 // storage location (bucket and key only) and temporary access credentials. // Use the credentials to manually upload your build file to the storage // location (see the Amazon S3 topic Uploading Objects (http://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html)). // You can upload files to a location only once. // // If successful, this operation creates a new build record with a unique build // ID and places it in INITIALIZED status. You can use DescribeBuild to check // the status of your build. A build must be in READY status before it can be // used to create fleets. // // Build-related operations include: // // * CreateBuild // // * ListBuilds // // * DescribeBuild // // * UpdateBuild // // * DeleteBuild // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeConflictException "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. // // * ErrCodeInternalServiceException "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 complets // successfuly. // // 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 new fleet to run your game servers. A fleet is a set of Amazon // Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple // server processes to host game sessions. You configure a fleet to create instances // with certain hardware specifications (see Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/) // for more information), and deploy a specified game build to each instance. // A newly created fleet passes through several statuses; once it reaches the // ACTIVE status, it can begin hosting game sessions. // // To create a new fleet, you must specify the following: (1) fleet name, (2) // build ID of an uploaded game build, (3) an EC2 instance type, and (4) a run-time // configuration that describes which server processes to run on each instance // in the fleet. (Although the run-time configuration is not a required parameter, // the fleet cannot be successfully activated without it.) // // You can also configure the new fleet with the following settings: // // * Fleet description // // * Access permissions for inbound traffic // // * Fleet-wide game session protection // // * Resource creation limit // // If you use Amazon CloudWatch for metrics, you can add the new fleet to a // metric group. This allows you to view aggregated metrics for a set of fleets. // Once you specify a metric group, the new fleet's metrics are included in // the metric group's data. // // You have the option of creating a VPC peering connection with the new fleet. // For more information, see VPC Peering with Amazon GameLift Fleets (http://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). // // If the CreateFleet call is successful, Amazon GameLift performs the following // tasks: // // * Creates a fleet record and sets the status to NEW (followed by other // statuses as the fleet is activated). // // * Sets the fleet's target capacity to 1 (desired instances), which causes // Amazon GameLift to start one new EC2 instance. // // * Starts launching server processes on the instance. If the fleet is configured // to run multiple server processes per instance, Amazon GameLift staggers // each launch by a few seconds. // // * Begins writing events to the fleet event log, which can be accessed // in the Amazon GameLift console. // // * Sets the fleet's status to ACTIVE as soon as one server process in the // fleet is ready to host a game session. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeConflictException "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. // // * ErrCodeLimitExceededException "LimitExceededException" // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // 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 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 complets // successfuly. // // 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. This action creates a game // session record and assigns an available server process in the specified fleet // to host the game session. A fleet must have an ACTIVE status before a game // session can be created in it. // // To create a game session, specify either fleet ID or alias ID and indicate // a maximum number of players to allow in the game session. You can also provide // a name and game-specific properties for this game session. If successful, // a GameSession object is returned containing the game session properties and // other settings you specified. // // Idempotency tokens. You can add a token that uniquely identifies game session // requests. This is useful for ensuring that game session requests are idempotent. // Multiple requests with the same idempotency token are processed only once; // subsequent requests return the original result. All response values are the // same with the exception of game session status, which may change. // // Resource creation limits. If you are creating a game session on a fleet with // a resource creation limit policy in force, then you must specify a creator // ID. Without this ID, Amazon GameLift has no way to evaluate the policy for // this new game session request. // // Player acceptance policy. 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. 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. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // 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 Codes: // * ErrCodeConflictException "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. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidFleetStatusException "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. // // * ErrCodeTerminalRoutingStrategyException "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. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeFleetCapacityExceededException "FleetCapacityExceededException" // The specified fleet has no available instances to fulfill a CreateGameSession // request. Clients can retry such requests immediately or after a waiting period. // // * ErrCodeLimitExceededException "LimitExceededException" // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * ErrCodeIdempotentParameterMismatchException "IdempotentParameterMismatchException" // A game session with this custom ID string already exists in this fleet. Resolve // this conflict before retrying this request. // // 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 complets // successfuly. // // 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. // // Establishes a new queue for processing requests to place new game sessions. // A queue identifies where new game sessions can be hosted -- by specifying // a list of destinations (fleets or aliases) -- and how long requests can wait // in the queue before timing out. You can set up a queue to try to place game // sessions on fleets in multiple regions. To add placement requests to a queue, // call StartGameSessionPlacement and reference the queue name. // // Destination order. When processing a request for a game session, Amazon GameLift // tries each destination in order until it finds one with available resources // to host the new game session. A queue's default order is determined by how // destinations are listed. The default order is overridden when a game session // placement request provides player latency information. Player latency information // enables Amazon GameLift to prioritize destinations where players report the // lowest average latency, as a result placing the new game session where the // majority of players will have the best possible gameplay experience. // // Player latency policies. For placement requests containing player latency // information, use player latency policies to protect individual players from // very high latencies. With a latency cap, even when a destination can deliver // a low latency for most players, the game is not placed where any individual // player is reporting latency higher than a policy's maximum. A queue can have // multiple latency policies, which are enforced consecutively starting with // the policy with the lowest latency cap. Use multiple policies to gradually // relax latency controls; for example, you might set a policy with a low latency // cap for the first 60 seconds, a second policy with a higher cap for the next // 60 seconds, etc. // // To create a new queue, provide a name, timeout value, a list of destinations // and, if desired, a set of latency policies. If successful, a new queue object // is returned. // // Queue-related operations include: // // * CreateGameSessionQueue // // * DescribeGameSessionQueues // // * UpdateGameSessionQueue // // * DeleteGameSessionQueue // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeLimitExceededException "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/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 complets // successfuly. // // 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. A matchmaking // configuration sets out guidelines for matching players and getting the matches // into games. You can set up multiple matchmaking configurations to handle // the scenarios needed for your game. Each matchmaking request (StartMatchmaking) // specifies a configuration for the match and provides player attributes to // support the configuration being used. // // To create a matchmaking configuration, at a minimum you must specify the // following: configuration name; a rule set that governs how to evaluate players // and find acceptable matches; a game session queue to use when placing a new // game session for the match; and the maximum time allowed for a matchmaking // attempt. // // Player acceptance -- In each configuration, you have the option to require // that all players accept participation in a proposed match. To enable this // feature, set AcceptanceRequired to true and specify a time limit for player // acceptance. Players have the option to accept or reject a proposed match, // and a match does not move ahead to game session placement unless all matched // players accept. // // Matchmaking status notification -- There are two ways to track the progress // of matchmaking tickets: (1) polling ticket status with DescribeMatchmaking; // or (2) receiving notifications with Amazon Simple Notification Service (SNS). // To use notifications, you first need to set up an SNS topic to receive the // notifications, and provide the topic ARN in the matchmaking configuration // (see Setting up Notifications for Matchmaking (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html)). // Since notifications promise only "best effort" delivery, we recommend calling // DescribeMatchmaking if no notifications are received within 30 seconds. // // Operations related to match configurations and rule sets include: // // * CreateMatchmakingConfiguration // // * DescribeMatchmakingConfigurations // // * UpdateMatchmakingConfiguration // // * DeleteMatchmakingConfiguration // // * CreateMatchmakingRuleSet // // * DescribeMatchmakingRuleSets // // * ValidateMatchmakingRuleSet // // 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 Codes: // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeLimitExceededException "LimitExceededException" // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnsupportedRegionException "UnsupportedRegionException" // The requested operation is not supported in the region specified. // // 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 complets // successfuly. // // 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, and sets the // parameters for acceptable player matches, such as minimum skill level or // character type. Rule sets are used in matchmaking configurations, which define // how matchmaking requests are handled. Each MatchmakingConfiguration uses // one rule set; you can set up multiple rule sets to handle the scenarios that // suit your game (such as for different game modes), and create a separate // matchmaking configuration for each rule set. See additional information on // rule set content in the MatchmakingRuleSet structure. For help creating rule // sets, including useful examples, see the topic Adding FlexMatch to Your // Game (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html). // // Once created, matchmaking rule sets cannot be changed or deleted, so we recommend // checking the rule set syntax using ValidateMatchmakingRuleSetbefore creating // the rule set. // // To create a matchmaking rule set, provide the set of rules and a unique name. // Rule sets must be defined in the same region as the matchmaking configuration // they will be used with. Rule sets cannot be edited or deleted. If you need // to change a rule set, create a new one with the necessary edits and then // update matchmaking configurations to use the new rule set. // // Operations related to match configurations and rule sets include: // // * CreateMatchmakingConfiguration // // * DescribeMatchmakingConfigurations // // * UpdateMatchmakingConfiguration // // * DeleteMatchmakingConfiguration // // * CreateMatchmakingRuleSet // // * DescribeMatchmakingRuleSets // // * ValidateMatchmakingRuleSet // // 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 Codes: // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnsupportedRegionException "UnsupportedRegionException" // The requested operation is not supported in the region specified. // // 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 complets // successfuly. // // 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. // // Adds a player to a game session and creates a player session record. Before // a player can be added, a game session must have an ACTIVE status, have a // creation policy of ALLOW_ALL, and have an open player slot. To add a group // of players to a game session, use CreatePlayerSessions. // // To create a player session, specify a game session ID, player ID, and optionally // a string of player data. If successful, the player is added to the game session // and a new PlayerSession object is returned. Player sessions cannot be updated. // // Available in Amazon GameLift Local. // // Player-session-related operations include: // // * CreatePlayerSession // // * CreatePlayerSessions // // * DescribePlayerSessions // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidGameSessionStatusException "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. // // * ErrCodeGameSessionFullException "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. // // * ErrCodeTerminalRoutingStrategyException "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. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "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 complets // successfuly. // // 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. // // Adds a group of players to a game session. This action is useful with a team // matching feature. Before players can be added, a game session must have an // ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player // slot. To add a single player to a game session, use CreatePlayerSession. // // To create player sessions, specify a game session ID, a list of player IDs, // and optionally a set of player data strings. If successful, the players are // added to the game session and a set of new PlayerSession objects is returned. // Player sessions cannot be updated. // // Available in Amazon GameLift Local. // // Player-session-related operations include: // // * CreatePlayerSession // // * CreatePlayerSessions // // * DescribePlayerSessions // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidGameSessionStatusException "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. // // * ErrCodeGameSessionFullException "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. // // * ErrCodeTerminalRoutingStrategyException "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. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "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 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 complets // successfuly. // // 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 // AWS account. VPC peering enables the game servers on your fleet to communicate // directly with other AWS resources. Once you've received authorization, call // CreateVpcPeeringConnection to establish the peering connection. For more // information, see VPC Peering with Amazon GameLift Fleets (http://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). // // You can peer with VPCs that are owned by any AWS 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 AWS 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 AWS 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 AWS 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 AWS 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. // // VPC peering connection operations include: // // * CreateVpcPeeringAuthorization // // * DescribeVpcPeeringAuthorizations // // * DeleteVpcPeeringAuthorization // // * CreateVpcPeeringConnection // // * DescribeVpcPeeringConnections // // * DeleteVpcPeeringConnection // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "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 complets // successfuly. // // 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) return } // CreateVpcPeeringConnection API operation for Amazon GameLift. // // Establishes a VPC peering connection between a virtual private cloud (VPC) // in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering // enables the game servers on your fleet to communicate directly with other // AWS resources. You can peer with VPCs in any AWS 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 (http://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 AWS 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 AWS 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. // // VPC peering connection operations include: // // * CreateVpcPeeringAuthorization // // * DescribeVpcPeeringAuthorizations // // * DeleteVpcPeeringAuthorization // // * CreateVpcPeeringConnection // // * DescribeVpcPeeringConnections // // * DeleteVpcPeeringConnection // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "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 complets // successfuly. // // 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.Remove(jsonrpc.UnmarshalHandler) req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler) return } // DeleteAlias API operation for Amazon GameLift. // // Deletes an alias. This action 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. // // Alias-related operations include: // // * CreateAlias // // * ListAliases // // * DescribeAlias // // * UpdateAlias // // * DeleteAlias // // * ResolveAlias // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeInternalServiceException "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 complets // successfuly. // // 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.Remove(jsonrpc.UnmarshalHandler) req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler) return } // DeleteBuild API operation for Amazon GameLift. // // Deletes a build. This action permanently deletes the build record and any // uploaded build files. // // To delete a build, specify its ID. 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. // // Build-related operations include: // // * CreateBuild // // * ListBuilds // // * DescribeBuild // // * UpdateBuild // // * DeleteBuild // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "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 complets // successfuly. // // 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.Remove(jsonrpc.UnmarshalHandler) req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler) return } // DeleteFleet API operation for Amazon GameLift. // // Deletes everything related to a fleet. Before deleting a fleet, you must // set the fleet's desired capacity to zero. See UpdateFleetCapacity. // // This action removes the fleet's resources and the fleet record. Once a fleet // is deleted, you can no longer use that fleet. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // 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 Codes: // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidFleetStatusException "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. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "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/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 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 complets // successfuly. // // 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) return } // DeleteGameSessionQueue API operation for Amazon GameLift. // // Deletes a game session queue. This action means that any StartGameSessionPlacement // requests that reference this queue will fail. To delete a queue, specify // the queue name. // // Queue-related operations include: // // * CreateGameSessionQueue // // * DescribeGameSessionQueues // // * UpdateGameSessionQueue // // * DeleteGameSessionQueue // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // 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 complets // successfuly. // // 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) 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. // // Operations related to match configurations and rule sets include: // // * CreateMatchmakingConfiguration // // * DescribeMatchmakingConfigurations // // * UpdateMatchmakingConfiguration // // * DeleteMatchmakingConfiguration // // * CreateMatchmakingRuleSet // // * DescribeMatchmakingRuleSets // // * ValidateMatchmakingRuleSet // // 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 Codes: // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnsupportedRegionException "UnsupportedRegionException" // The requested operation is not supported in the region specified. // // 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 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 complets // successfuly. // // 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.Remove(jsonrpc.UnmarshalHandler) req.Handlers.Unmarshal.PushBackNamed(protocol.UnmarshalDiscardBodyHandler) return } // DeleteScalingPolicy API operation for Amazon GameLift. // // Deletes a fleet scaling policy. This action means that the policy is no longer // in force and removes all record of it. To delete a scaling policy, specify // both the scaling policy name and the fleet ID it is associated with. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeNotFoundException "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 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 complets // successfuly. // // 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) return } // DeleteVpcPeeringAuthorization API operation for Amazon GameLift. // // Cancels a pending VPC peering authorization for the specified VPC. If the // authorization has already been used to create a peering connection, call // DeleteVpcPeeringConnection to remove the connection. // // VPC peering connection operations include: // // * CreateVpcPeeringAuthorization // // * DescribeVpcPeeringAuthorizations // // * DeleteVpcPeeringAuthorization // // * CreateVpcPeeringConnection // // * DescribeVpcPeeringConnections // // * DeleteVpcPeeringConnection // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "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 complets // successfuly. // // 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) 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 AWS 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. // // VPC peering connection operations include: // // * CreateVpcPeeringAuthorization // // * DescribeVpcPeeringAuthorizations // // * DeleteVpcPeeringAuthorization // // * CreateVpcPeeringConnection // // * DescribeVpcPeeringConnections // // * DeleteVpcPeeringConnection // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "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 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 complets // successfuly. // // 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. // // Alias-related operations include: // // * CreateAlias // // * ListAliases // // * DescribeAlias // // * UpdateAlias // // * DeleteAlias // // * ResolveAlias // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "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 complets // successfuly. // // 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 build. To request a build record, specify a build // ID. If successful, an object containing the build properties is returned. // // Build-related operations include: // // * CreateBuild // // * ListBuilds // // * DescribeBuild // // * UpdateBuild // // * DeleteBuild // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "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 complets // successfuly. // // 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 following information for the specified EC2 instance type: // // * maximum number of instances allowed per AWS account (service limit) // // * current usage level for the AWS account // // Service limits vary depending on region. Available regions for Amazon GameLift // can be found in the AWS Management Console for Amazon GameLift (see the drop-down // list in the upper right corner). // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // 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 Codes: // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // 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 complets // successfuly. // // 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: "/", } if input == nil { input = &DescribeFleetAttributesInput{} } output = &DescribeFleetAttributesOutput{} req = c.newRequest(op, input, output) return } // DescribeFleetAttributes API operation for Amazon GameLift. // // Retrieves fleet properties, including metadata, status, and configuration, // for one or more fleets. You can request attributes for all fleets, or specify // a list of one or more fleet IDs. When requesting multiple fleets, use the // pagination parameters to retrieve results as a set of sequential pages. If // successful, a FleetAttributes object is returned for each requested fleet // ID. When specifying a list of fleet IDs, attribute objects are returned only // for fleets that currently exist. // // Some API actions 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. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "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() } 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 complets // successfuly. // // 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: "/", } if input == nil { input = &DescribeFleetCapacityInput{} } output = &DescribeFleetCapacityOutput{} req = c.newRequest(op, input, output) return } // DescribeFleetCapacity API operation for Amazon GameLift. // // Retrieves the current status of fleet capacity for one or more fleets. This // information includes the number of instances that have been requested for // the fleet and the number currently active. You can request capacity for all // fleets, or specify a list of one or more fleet IDs. 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. When specifying a list of fleet IDs, attribute objects are returned // only for fleets that currently exist. // // Some API actions 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. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "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() } 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 complets // successfuly. // // 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: "/", } if input == nil { input = &DescribeFleetEventsInput{} } output = &DescribeFleetEventsOutput{} req = c.newRequest(op, input, output) return } // DescribeFleetEvents API operation for Amazon GameLift. // // Retrieves entries from the specified fleet's event log. 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. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // 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 Codes: // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "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() } 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 complets // successfuly. // // 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 the inbound connection permissions for a fleet. Connection permissions // include a range of IP addresses and port settings that incoming traffic can // use to access server processes in the fleet. To get a fleet's inbound connection // permissions, specify a fleet ID. If successful, a collection of IpPermission // objects is returned for the requested fleet ID. If the requested fleet has // been deleted, the result set is empty. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "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 complets // successfuly. // // 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: "/", } 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. You can request // utilization data for all fleets, or specify a list of one or more fleet IDs. // 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. When specifying a list of fleet // IDs, utilization objects are returned only for fleets that currently exist. // // Some API actions 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. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "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() } 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 complets // successfuly. // // 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: "/", } if input == nil { input = &DescribeGameSessionDetailsInput{} } output = &DescribeGameSessionDetailsOutput{} req = c.newRequest(op, input, output) return } // DescribeGameSessionDetails API operation for Amazon GameLift. // // Retrieves properties, including the protection policy in force, for one or // more game sessions. This action can be used in several ways: (1) provide // a GameSessionId or GameSessionArn to request details for a specific game // session; (2) provide either a FleetId or an AliasId to request properties // for all game sessions running on a fleet. // // To get game session record(s), specify just one of the following: game session // ID, fleet ID, or alias ID. You can filter this request by game session status. // Use the pagination parameters to retrieve results as a set of sequential // pages. If successful, a GameSessionDetail object is returned for each session // matching the request. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeTerminalRoutingStrategyException "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. // // 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() } 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 complets // successfuly. // // 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 properties and current status of a game session placement request. // To get game session placement details, specify the placement ID. If successful, // a GameSessionPlacement object is returned. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeUnauthorizedException "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 complets // successfuly. // // 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: "/", } 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. // // Queue-related operations include: // // * CreateGameSessionQueue // // * DescribeGameSessionQueues // // * UpdateGameSessionQueue // // * DeleteGameSessionQueue // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeUnauthorizedException "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() } 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 complets // successfuly. // // 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: "/", } 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. Request a specific game session // or request all game sessions on a fleet. Alternatively, use SearchGameSessions // to request a set of active game sessions that are filtered by certain criteria. // To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails. // // To get game sessions, specify one of the following: game session ID, fleet // ID, or alias ID. You can filter this request by game session status. Use // the pagination parameters to retrieve results as a set of sequential pages. // If successful, a GameSession object is returned for each game session matching // the request. // // Available in Amazon GameLift Local. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeTerminalRoutingStrategyException "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. // // 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() } 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 complets // successfuly. // // 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: "/", } 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. // Use this action to get details on all instances in the fleet or get details // on one specific instance. // // To get a specific instance, specify fleet ID and instance ID. To get all // instances in a fleet, specify a fleet ID only. Use the pagination parameters // to retrieve results as a set of sequential pages. If successful, an Instance // object is returned for each result. // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "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/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() } 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 complets // successfuly. // // 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 status and--once a successful match is made--acquire // connection information for the resulting new game session. // // You can use this operation to track the progress of matchmaking requests // (through polling) as an alternative to using event notifications. See more // details on tracking matchmaking requests through polling or notifications // in StartMatchmaking. // // 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. // // Matchmaking-related operations include: // // * StartMatchmaking // // * DescribeMatchmaking // // * StopMatchmaking // // * AcceptMatch // // 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 Codes: // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnsupportedRegionException "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 complets // successfuly. // // 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: "/", } 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. with this // operation, you have the following options: (1) retrieve all existing configurations, // (2) provide the names of one or more configurations to retrieve, 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. // // Operations related to match configurations and rule sets include: // // * CreateMatchmakingConfiguration // // * DescribeMatchmakingConfigurations // // * UpdateMatchmakingConfiguration // // * DeleteMatchmakingConfiguration // // * CreateMatchmakingRuleSet // // * DescribeMatchmakingRuleSets // // * ValidateMatchmakingRuleSet // // 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 Codes: // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnsupportedRegionException "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() } 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 complets // successfuly. // // 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: "/", } 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. // // Operations related to match configurations and rule sets include: // // * CreateMatchmakingConfiguration // // * DescribeMatchmakingConfigurations // // * UpdateMatchmakingConfiguration // // * DeleteMatchmakingConfiguration // // * CreateMatchmakingRuleSet // // * DescribeMatchmakingRuleSets // // * ValidateMatchmakingRuleSet // // 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 Codes: // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeUnsupportedRegionException "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() } 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 complets // successfuly. // // 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: "/", } 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 several ways: (1) provide a PlayerSessionId to request properties // for a specific player session; (2) provide a GameSessionId to request properties // for all player sessions in the specified game session; (3) provide a PlayerId // to request properties for all player sessions of a specified player. // // To get game session record(s), specify only one of the following: a player // session ID, a game session ID, or a 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 matching the request. // // Available in Amazon GameLift Local. // // Player-session-related operations include: // // * CreatePlayerSession // // * CreatePlayerSessions // // * DescribePlayerSessions // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "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() } 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 complets // successfuly. // // 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 the current run-time configuration for the specified fleet. The // run-time configuration tells Amazon GameLift how to launch server processes // on instances in the fleet. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "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 complets // successfuly. // // 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: "/", } 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. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeNotFoundException "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/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() } 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 complets // successfuly. // // 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 AWS account. // This operation returns all VPC peering authorizations and requests for peering. // This includes those initiated and received by this account. // // VPC peering connection operations include: // // * CreateVpcPeeringAuthorization // // * DescribeVpcPeeringAuthorizations // // * DeleteVpcPeeringAuthorization // // * CreateVpcPeeringConnection // // * DescribeVpcPeeringConnections // // * DeleteVpcPeeringConnection // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeInternalServiceException "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 complets // successfuly. // // 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 AWS 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. // // VPC peering connection operations include: // // * CreateVpcPeeringAuthorization // // * DescribeVpcPeeringAuthorizations // // * DeleteVpcPeeringAuthorization // // * CreateVpcPeeringConnection // // * DescribeVpcPeeringConnections // // * DeleteVpcPeeringConnection // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "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 complets // successfuly. // // 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, Amazon GameLift automatically stores the // logs in Amazon S3 and retains them for 14 days. Use this URL to download // the logs. // // See the AWS Service Limits (http://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. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "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 complets // successfuly. // // 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 watching activity in real time. // // Access requires credentials that match the operating system of the instance. // For a Windows instance, Amazon GameLift returns a user name and password // as strings for use with a Windows Remote Desktop client. For a Linux instance, // Amazon 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 AWS // CLI, saving the secret can be handled as part of the GetInstanceAccess request. // (See the example later in this topic). For more information on remote access, // see Remotely Accessing an Instance (http://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html). // // To request access to a specific instance, specify the IDs of the instance // and the fleet it belongs to. If successful, an InstanceAccess object is returned // containing the instance's IP address and a set of credentials. // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "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 complets // successfuly. // // 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: "/", } 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 AWS 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. // // Alias-related operations include: // // * CreateAlias // // * ListAliases // // * DescribeAlias // // * UpdateAlias // // * DeleteAlias // // * ResolveAlias // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeInternalServiceException "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() } 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 complets // successfuly. // // 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: "/", } if input == nil { input = &ListBuildsInput{} } output = &ListBuildsOutput{} req = c.newRequest(op, input, output) return } // ListBuilds API operation for Amazon GameLift. // // Retrieves build records for all builds associated with the AWS 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 records are not listed in any particular order. // // Build-related operations include: // // * CreateBuild // // * ListBuilds // // * DescribeBuild // // * UpdateBuild // // * DeleteBuild // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeInternalServiceException "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() } 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 complets // successfuly. // // 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: "/", } 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 records for this AWS account. You can filter // the result set by build ID. Use the pagination parameters to retrieve results // in sequential pages. // // Fleet records are not listed in any particular order. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "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() } 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 complets // successfuly. // // 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. An active scaling policy // prompts Amazon GameLift to track a certain metric for a fleet and automatically // change the fleet's capacity in specific circumstances. Each scaling policy // contains one rule statement. Fleets can have multiple scaling policies in // force simultaneously. // // A scaling policy rule statement has the following structure: // // If [MetricName] is [ComparisonOperator][Threshold] for [EvaluationPeriods] // minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment]. // // For example, this policy: "If the number of idle instances exceeds 20 for // more than 15 minutes, then reduce the fleet capacity by 10 instances" could // be implemented as the following rule statement: // // If [IdleInstances] is [GreaterThanOrEqualToThreshold] [20] for [15] minutes, // then [ChangeInCapacity] by [-10]. // // To create or update a scaling policy, specify a unique combination of name // and fleet ID, and set the rule values. All parameters for this action are // required. If successful, the policy name is returned. Scaling policies cannot // be suspended or made inactive. To stop enforcing a scaling policy, call DeleteScalingPolicy. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeNotFoundException "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 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 complets // successfuly. // // 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. // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "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 complets // successfuly. // // 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 a specified alias is currently pointing to. // // Alias-related operations include: // // * CreateAlias // // * ListAliases // // * DescribeAlias // // * UpdateAlias // // * DeleteAlias // // * ResolveAlias // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeTerminalRoutingStrategyException "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. // // * ErrCodeInternalServiceException "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 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 complets // successfuly. // // 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: "/", } 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 in a specified order. You can search or sort by the following // game session attributes: // // * gameSessionId -- 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. // // To search or sort, specify either a fleet ID or an alias ID, and provide // a search filter expression, a sort expression, or both. If successful, a // collection of GameSession objects matching the request is returned. Use the // pagination parameters to retrieve results as a set of sequential pages. // // You can search for game sessions one fleet at a time only. To find game sessions // across multiple fleets, you must search each fleet separately and combine // the results. This search feature finds only game sessions that are in ACTIVE // status. To locate games in statuses other than active, use DescribeGameSessionDetails. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeTerminalRoutingStrategyException "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. // // 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() } 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 complets // successfuly. // // 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 IDs and player data for each player you want to // join to the new game session // // * 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. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeUnauthorizedException "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 complets // successfuly. // // 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 an existing game session. This operation // can be used to add players to matched games that start with fewer than the // maximum number of players or to replace players when they drop out. By backfilling // with the same matchmaker used to create the original match, you ensure that // new players meet the match criteria and maintain a consistent experience // throughout the game session. You can backfill a match anytime after a game // session has been created. // // To request a match backfill, specify a unique ticket ID, the existing game // session's ARN, a matchmaking configuration, and a set of data that describes // all current players in the game session. If successful, a match backfill // ticket is created and returned with status set to QUEUED. The ticket is placed // in the matchmaker's ticket pool and processed. Track the status of the ticket // to respond as needed. For more detail how to set up backfilling, see Set // up Match Backfilling (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-backfill.html). // // The process of finding backfill matches is essentially identical to the initial // matchmaking process. The matchmaker searches the pool and groups tickets // together to form potential matches, allowing only one backfill ticket per // potential match. Once the a match is formed, the matchmaker creates player // sessions for the new players. All tickets in the match are updated with the // game session's connection information, and the GameSession object is updated // to include matchmaker data on the new players. For more detail on how match // backfill requests are processed, see How Amazon GameLift FlexMatch Works // (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html). // // Matchmaking-related operations include: // // * StartMatchmaking // // * DescribeMatchmaking // // * StopMatchmaking // // * AcceptMatch // // 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 Codes: // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnsupportedRegionException "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 complets // successfuly. // // 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, and starts a new game for the matched players. Each matchmaking // request specifies the type of match to build (team configuration, rules for // an acceptable match, etc.). The request also specifies the players to find // a match for and where to host the new game session for optimal performance. // A matchmaking request might start with a single player or a group of players // who want to play together. FlexMatch finds additional players as needed to // fill the match. Match type, rules, and the queue used to place a new game // session are defined in a MatchmakingConfiguration. For complete information // on setting up and using FlexMatch, see the topic Adding FlexMatch to Your // Game (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html). // // To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, // and include the players to be matched. You must also include a set of player // attributes relevant for the matchmaking configuration. If successful, a matchmaking // ticket is returned with status set to QUEUED. Track the status of the ticket // to respond as needed and acquire game session connection information for // successfully completed matches. // // Tracking ticket status -- A couple of options are available for tracking // the status of matchmaking requests: // // * Polling -- Call DescribeMatchmaking. This operation returns the full // ticket object, including current status and (for completed tickets) game // session connection info. We recommend polling no more than once every // 10 seconds. // // * Notifications -- Get event notifications for changes in ticket status // using Amazon Simple Notification Service (SNS). Notifications are easy // to set up (see CreateMatchmakingConfiguration) and typically deliver match // status changes faster and more efficiently than polling. We recommend // that you use polling to back up to notifications (since delivery is not // guaranteed) and call DescribeMatchmaking only when notifications are not // received within 30 seconds. // // Processing a matchmaking request -- FlexMatch handles a matchmaking request // as follows: // // Your client code submits a StartMatchmaking request for one or more players // and tracks the status of the request ticket. // // FlexMatch uses this ticket and others in process to build an acceptable match. // When a potential match is identified, all tickets in the proposed match are // advanced to the next status. // // If the match requires player acceptance (set in the matchmaking configuration), // the tickets move into status REQUIRES_ACCEPTANCE. This status triggers your // client code to solicit acceptance from all players in every ticket involved // in the match, and then call AcceptMatch for each player. If any player rejects // or fails to accept the match before a specified timeout, the proposed match // is dropped (see AcceptMatch for more details). // // Once a match is proposed and accepted, the matchmaking tickets move into // status PLACING. FlexMatch locates resources for a new game session using // the game session queue (set in the matchmaking configuration) and creates // the game session based on the match data. // // When the match is successfully placed, the matchmaking tickets move into // COMPLETED status. Connection information (including game session endpoint // and player session) is added to the matchmaking tickets. Matched players // can use the connection information to join the game. // // Matchmaking-related operations include: // // * StartMatchmaking // // * DescribeMatchmaking // // * StopMatchmaking // // * AcceptMatch // // 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 Codes: // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnsupportedRegionException "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 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 complets // successfuly. // // 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. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeUnauthorizedException "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 complets // successfuly. // // 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) return } // StopMatchmaking API operation for Amazon GameLift. // // Cancels a matchmaking 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. // // Matchmaking-related operations include: // // * StartMatchmaking // // * DescribeMatchmaking // // * StopMatchmaking // // * AcceptMatch // // 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 Codes: // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnsupportedRegionException "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 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 complets // successfuly. // // 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. // // Alias-related operations include: // // * CreateAlias // // * ListAliases // // * DescribeAlias // // * UpdateAlias // // * DeleteAlias // // * ResolveAlias // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "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 complets // successfuly. // // 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 record, 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. // // Build-related operations include: // // * CreateBuild // // * ListBuilds // // * DescribeBuild // // * UpdateBuild // // * DeleteBuild // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "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 complets // successfuly. // // 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 fleet properties, including name and description, for a fleet. To // update metadata, specify the fleet ID and the property values that you want // to change. If successful, the fleet ID for the updated fleet is returned. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // 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 Codes: // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeConflictException "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. // // * ErrCodeInvalidFleetStatusException "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. // // * ErrCodeLimitExceededException "LimitExceededException" // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "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 complets // successfuly. // // 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. Use this action to specify the number // of EC2 instances (hosts) that you want this fleet to contain. Before calling // this action, you may want to call DescribeEC2InstanceLimits to get the maximum // capacity based on the fleet's EC2 instance type. // // If you're using autoscaling (see PutScalingPolicy), you may want to specify // a minimum and/or maximum capacity. If you don't provide these, autoscaling // can set capacity anywhere between zero and the service limits (http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift). // // To update fleet capacity, specify the fleet ID and the number of instances // you want the fleet to host. If successful, Amazon GameLift starts or terminates // instances so that the fleet's active instance count matches the desired instance // count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. // If the desired instance count is higher than the instance type's limit, the // "Limit Exceeded" exception occurs. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // 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 Codes: // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeConflictException "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. // // * ErrCodeLimitExceededException "LimitExceededException" // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * ErrCodeInvalidFleetStatusException "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. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // 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 complets // successfuly. // // 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 port settings for a fleet. To update settings, specify the fleet // ID to be updated and list the permissions you want to update. 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. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // 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 Codes: // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeConflictException "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. // // * ErrCodeInvalidFleetStatusException "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. // // * ErrCodeLimitExceededException "LimitExceededException" // The requested operation would cause the resource to exceed the allowed service // limit. Resolve the issue before retrying. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeUnauthorizedException "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 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 complets // successfuly. // // 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 game session properties. This includes the session name, maximum // player count, protection policy, which controls whether or not an active // game session can be terminated during a scale-down event, and the player // session creation policy, which controls whether or not new players can join // the session. To update a game session, specify the game session ID and the // values you want to change. If successful, an updated GameSession object is // returned. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement // // 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 Codes: // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeConflictException "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. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeInvalidGameSessionStatusException "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. // // * ErrCodeInvalidRequestException "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 complets // successfuly. // // 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 settings for a game session queue, which determines how new game // session requests in the queue are processed. To update settings, specify // the queue name to be updated and provide the new settings. When updating // destinations, provide a complete list of destinations. // // Queue-related operations include: // // * CreateGameSessionQueue // // * DescribeGameSessionQueues // // * UpdateGameSessionQueue // // * DeleteGameSessionQueue // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeUnauthorizedException "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 complets // successfuly. // // 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. To update settings, // specify the configuration name to be updated and provide the new settings. // // Operations related to match configurations and rule sets include: // // * CreateMatchmakingConfiguration // // * DescribeMatchmakingConfigurations // // * UpdateMatchmakingConfiguration // // * DeleteMatchmakingConfiguration // // * CreateMatchmakingRuleSet // // * DescribeMatchmakingRuleSets // // * ValidateMatchmakingRuleSet // // 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 Codes: // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnsupportedRegionException "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 complets // successfuly. // // 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 run-time configuration for the specified fleet, which // tells Amazon GameLift how to launch server processes on instances in the // fleet. You can update a fleet's run-time configuration at any time after // the fleet is created; it does not need to be in an ACTIVE status. // // To update run-time configuration, specify the fleet ID and provide a RuntimeConfiguration // object with the updated collection of server process configurations. // // Each instance in a Amazon GameLift fleet checks regularly for an updated // run-time configuration and changes how it launches server processes to comply // with the latest version. Existing server processes are not affected by the // update; they continue to run until they end, while Amazon GameLift simply // adds new server processes to fit the current run-time configuration. As a // result, the run-time configuration changes are applied gradually as existing // processes shut down and new processes are launched in Amazon GameLift's normal // process recycling activity. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet // // 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 Codes: // * ErrCodeUnauthorizedException "UnauthorizedException" // The client failed authentication. Clients should not retry such requests. // // * ErrCodeNotFoundException "NotFoundException" // A service resource associated with the request could not be found. Clients // should not retry such requests. // // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeInvalidRequestException "InvalidRequestException" // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // // * ErrCodeInvalidFleetStatusException "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 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 complets // successfuly. // // 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 uses syntactically correct JSON and that it conforms to // allowed property expressions. To validate syntax, provide a rule set string. // // Operations related to match configurations and rule sets include: // // * CreateMatchmakingConfiguration // // * DescribeMatchmakingConfigurations // // * UpdateMatchmakingConfiguration // // * DeleteMatchmakingConfiguration // // * CreateMatchmakingRuleSet // // * DescribeMatchmakingRuleSets // // * ValidateMatchmakingRuleSet // // 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 Codes: // * ErrCodeInternalServiceException "InternalServiceException" // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // // * ErrCodeUnsupportedRegionException "UnsupportedRegionException" // The requested operation is not supported in the region specified. // // * ErrCodeInvalidRequestException "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 action. 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"` // 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"` // 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 `min:"1" type:"string" required:"true"` } // String returns the string representation func (s AcceptMatchInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 s.TicketId != nil && len(*s.TicketId) < 1 { invalidParams.Add(request.NewErrParamMinLen("TicketId", 1)) } 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 func (s AcceptMatchOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s AcceptMatchOutput) GoString() string { return s.String() } // Properties describing a fleet alias. // // Alias-related operations include: // // * CreateAlias // // * ListAliases // // * DescribeAlias // // * UpdateAlias // // * DeleteAlias // // * ResolveAlias type Alias struct { _ struct{} `type:"structure"` // Unique identifier for an alias; alias ARNs are unique across all regions. AliasArn *string `min:"1" type:"string"` // Unique identifier for an alias; alias IDs are unique within a region. AliasId *string `type:"string"` // 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" timestampFormat:"unix"` // Human-readable description of an alias. Description *string `type:"string"` // Time stamp indicating when 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" timestampFormat:"unix"` // Descriptive label that is associated with an alias. Alias names do not need // to be unique. Name *string `min:"1" type:"string"` // Alias configuration for the alias, including routing type and settings. RoutingStrategy *RoutingStrategy `type:"structure"` } // String returns the string representation func (s Alias) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 10 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 func (s AttributeValue) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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"` // 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 func (s AwsCredentials) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 game build. // // Build-related operations include: // // * CreateBuild // // * ListBuilds // // * DescribeBuild // // * UpdateBuild // // * DeleteBuild type Build struct { _ struct{} `type:"structure"` // Unique identifier for a build. BuildId *string `type:"string"` // 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" timestampFormat:"unix"` // 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, 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 that is associated with this build. 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 func (s Build) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s Build) GoString() string { return s.String() } // 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 } // Represents the input for a request action. type CreateAliasInput struct { _ struct{} `type:"structure"` // Human-readable description of an alias. Description *string `min:"1" type:"string"` // 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"` // Object that specifies the fleet and routing type to use for the alias. // // RoutingStrategy is a required field RoutingStrategy *RoutingStrategy `type:"structure" required:"true"` } // String returns the string representation func (s CreateAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 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 } // Represents the returned data in response to a request action. type CreateAliasOutput struct { _ struct{} `type:"structure"` // Object that describes the newly created alias record. Alias *Alias `type:"structure"` } // String returns the string representation func (s CreateAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type CreateBuildInput struct { _ struct{} `type:"structure"` // 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"` // 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, // as well as a role ARN that you set up to allow Amazon GameLift to access // your Amazon S3 bucket. The S3 bucket must be in the same region that you // want to create a new build in. StorageLocation *S3Location `type:"structure"` // Version that is associated with this build. 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 func (s CreateBuildInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 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 } // 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 action. type CreateBuildOutput struct { _ struct{} `type:"structure"` // The newly created build record, including a unique build ID 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 *AwsCredentials `type:"structure"` } // String returns the string representation func (s CreateBuildOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type CreateFleetInput struct { _ struct{} `type:"structure"` // Unique identifier for a build to be deployed on the new fleet. The build // must have been successfully uploaded to Amazon GameLift and be in a READY // status. This fleet setting cannot be changed once the fleet is created. // // BuildId is a required field BuildId *string `type:"string" required:"true"` // Human-readable description of a fleet. Description *string `min:"1" type:"string"` // Range of IP addresses and port settings that permit inbound traffic to access // server processes running on the fleet. If no inbound permissions are set, // including both IP address range and port range, the server processes in the // fleet cannot accept connections. You can specify one or more sets of permissions // for a fleet. EC2InboundPermissions []*IpPermission `type:"list"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. // // EC2InstanceType is a required field EC2InstanceType *string `type:"string" required:"true" enum:"EC2InstanceType"` // This parameter is no longer used. Instead, to specify where Amazon GameLift // should store log files once a server process shuts down, use the Amazon GameLift // server API ProcessReady() and specify one or more directory paths in logParameters. // See more information in the Server API Reference (http://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 to add this fleet to. A metric group tracks metrics // across all fleets in the group. Use an existing metric group name to add // this fleet to the group, or use a new name to create a new metric group. // A fleet can only be included in one metric group at a time. MetricGroups []*string `type:"list"` // 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"` // Game session protection policy to apply to all instances in this fleet. If // this parameter is not set, instances in this fleet default to no protection. // You can change a fleet's protection policy using UpdateFleetAttributes, but // this change will only affect sessions created after the policy change. You // can also 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"` // Unique identifier for the AWS account with the VPC that you want to peer // your Amazon GameLift fleet with. You can find your Account ID in the AWS // Management Console under account settings. PeerVpcAwsAccountId *string `min:"1" type:"string"` // Unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same region where your fleet is deployed. // To get VPC information, including IDs, use the Virtual Private Cloud service // tools, including the VPC Dashboard in the AWS Management Console. PeerVpcId *string `min:"1" type:"string"` // Policy that limits the number of game sessions an individual player can create // over a span of time for this fleet. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // Instructions for launching server processes on each instance in the fleet. // The run-time configuration for a fleet has a collection of server process // configurations, one for each type of server process to run on an instance. // A server process configuration specifies the location of the server executable, // launch parameters, and the number of concurrent processes with that configuration // to maintain on each instance. A CreateFleet request must include a run-time // configuration with at least one server process configuration; otherwise the // request fails with an invalid request exception. (This parameter replaces // the parameters ServerLaunchPath and ServerLaunchParameters; requests that // contain values for these parameters instead of a run-time configuration will // continue to work.) RuntimeConfiguration *RuntimeConfiguration `type:"structure"` // This parameter is no longer used. Instead, specify server launch parameters // in the RuntimeConfiguration parameter. (Requests that specify a server launch // path and launch parameters instead of a run-time configuration will continue // to work.) ServerLaunchParameters *string `min:"1" type:"string"` // This parameter is no longer used. Instead, specify a server launch path using // the RuntimeConfiguration parameter. (Requests that specify a server launch // path and launch parameters instead of a run-time configuration will continue // to work.) ServerLaunchPath *string `min:"1" type:"string"` } // String returns the string representation func (s CreateFleetInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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.BuildId == nil { invalidParams.Add(request.NewErrParamRequired("BuildId")) } 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.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.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.RuntimeConfiguration != nil { if err := s.RuntimeConfiguration.Validate(); err != nil { invalidParams.AddNested("RuntimeConfiguration", 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 } // 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 } // 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 } // 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 } // Represents the returned data in response to a request action. type CreateFleetOutput struct { _ struct{} `type:"structure"` // Properties for the newly created fleet. FleetAttributes *FleetAttributes `type:"structure"` } // String returns the string representation func (s CreateFleetOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // Represents the input for a request action. type CreateGameSessionInput struct { _ struct{} `type:"structure"` // Unique identifier for an alias associated with the fleet to create a game // session in. Each request must reference either a fleet ID or alias ID, but // not both. AliasId *string `type:"string"` // Unique identifier for a player or entity creating the game session. This // ID is used to enforce a resource protection policy (if one exists) that limits // the number of concurrent active game sessions one player can have. CreatorId *string `min:"1" type:"string"` // Unique identifier for a fleet to create a game session in. Each request must // reference either a fleet ID or alias ID, but not both. FleetId *string `type:"string"` // 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 (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []*GameProperty `type:"list"` // 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 (http://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. (A game session ARN has the following format: // arn:aws:gamelift:::gamesession//.) GameSessionId *string `min:"1" type:"string"` // 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. (A game session ARN has the following format: // arn:aws:gamelift:::gamesession//.) 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"` // Maximum number of players that can be connected simultaneously to the game // session. // // MaximumPlayerSessionCount is a required field MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` // 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 func (s CreateGameSessionInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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.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 } // 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 action. type CreateGameSessionOutput struct { _ struct{} `type:"structure"` // Object that describes the newly created game session record. GameSession *GameSession `type:"structure"` } // String returns the string representation func (s CreateGameSessionOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type CreateGameSessionQueueInput struct { _ struct{} `type:"structure"` // List of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. Destinations []*GameSessionQueueDestination `type:"list"` // 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"` // Collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. // With just one policy, it is enforced at the start of the game session placement // for the duration period. With multiple policies, each policy is enforced // consecutively for its duration period. For example, a queue might enforce // a 60-second policy followed by a 120-second policy, and then no policy for // the remainder of the placement. A player latency policy must set a value // for MaximumIndividualPlayerLatencyMilliseconds; if none is set, this API // requests will fail. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` // 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 func (s CreateGameSessionQueueInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 invalidParams.Len() > 0 { return invalidParams } return nil } // SetDestinations sets the Destinations field's value. func (s *CreateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *CreateGameSessionQueueInput { s.Destinations = v return s } // SetName sets the Name field's value. func (s *CreateGameSessionQueueInput) SetName(v string) *CreateGameSessionQueueInput { s.Name = &v return s } // SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value. func (s *CreateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *CreateGameSessionQueueInput { s.PlayerLatencyPolicies = 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 action. type CreateGameSessionQueueOutput struct { _ struct{} `type:"structure"` // Object that describes the newly created game session queue. GameSessionQueue *GameSessionQueue `type:"structure"` } // String returns the string representation func (s CreateGameSessionQueueOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type CreateMatchmakingConfigurationInput struct { _ struct{} `type:"structure"` // Flag that determines whether or not a match that was created with this configuration // must be accepted by the matched players. To require acceptance, set to TRUE. // // AcceptanceRequired is a required field AcceptanceRequired *bool `type:"boolean" required:"true"` // Length of time (in seconds) to wait for players to accept a proposed match. // 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"` // 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. AdditionalPlayerCount *int64 `type:"integer"` // Information to attached to all events related to the matchmaking configuration. CustomEventData *string `type:"string"` // Meaningful description of the matchmaking configuration. Description *string `min:"1" type:"string"` // 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 (http://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. GameProperties []*GameProperty `type:"list"` // 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 (http://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. GameSessionData *string `min:"1" type:"string"` // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session queue and uniquely identifies it. Format // is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. // These queues are used when placing game sessions for matches that are created // with this matchmaking configuration. Queues can be located in any region. // // GameSessionQueueArns is a required field GameSessionQueueArns []*string `type:"list" required:"true"` // Unique identifier for a matchmaking configuration. This name is used to identify // the configuration associated with a matchmaking request or ticket. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // SNS topic ARN that is set up to receive matchmaking notifications. NotificationTarget *string `type:"string"` // Maximum duration, in seconds, that a matchmaking ticket can remain in process // before timing out. Requests that time out can be resubmitted as needed. // // RequestTimeoutSeconds is a required field RequestTimeoutSeconds *int64 `min:"1" type:"integer" required:"true"` // Unique identifier for a matchmaking rule set to use with this configuration. // 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"` } // String returns the string representation func (s CreateMatchmakingConfigurationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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.GameSessionQueueArns == nil { invalidParams.Add(request.NewErrParamRequired("GameSessionQueueArns")) } 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 { 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 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 } // 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 } // 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 } // Represents the returned data in response to a request action. type CreateMatchmakingConfigurationOutput struct { _ struct{} `type:"structure"` // Object that describes the newly created matchmaking configuration. Configuration *MatchmakingConfiguration `type:"structure"` } // String returns the string representation func (s CreateMatchmakingConfigurationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type CreateMatchmakingRuleSetInput struct { _ struct{} `type:"structure"` // Unique identifier for a matchmaking rule set. This name is used to identify // the rule set associated with a matchmaking configuration. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // Collection of matchmaking rules, formatted as a JSON string. (Note that 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"` } // String returns the string representation func (s CreateMatchmakingRuleSetInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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.Name != nil && len(*s.Name) < 1 { invalidParams.Add(request.NewErrParamMinLen("Name", 1)) } 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 } // 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 } // Represents the returned data in response to a request action. type CreateMatchmakingRuleSetOutput struct { _ struct{} `type:"structure"` // Object that describes the newly created matchmaking rule set. // // RuleSet is a required field RuleSet *MatchmakingRuleSet `type:"structure" required:"true"` } // String returns the string representation func (s CreateMatchmakingRuleSetOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type CreatePlayerSessionInput struct { _ struct{} `type:"structure"` // 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. Amazon GameLift does not // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // 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 func (s CreatePlayerSessionInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type CreatePlayerSessionOutput struct { _ struct{} `type:"structure"` // Object that describes the newly created player session record. PlayerSession *PlayerSession `type:"structure"` } // String returns the string representation func (s CreatePlayerSessionOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type CreatePlayerSessionsInput struct { _ struct{} `type:"structure"` // 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. Player data strings // for player IDs 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 func (s CreatePlayerSessionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type CreatePlayerSessionsOutput struct { _ struct{} `type:"structure"` // Collection of player session objects created for the added players. PlayerSessions []*PlayerSession `type:"list"` } // String returns the string representation func (s CreatePlayerSessionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // Represents the input for a request action. type CreateVpcPeeringAuthorizationInput struct { _ struct{} `type:"structure"` // Unique identifier for the AWS account that you use to manage your Amazon // GameLift fleet. You can find your Account ID in the AWS Management Console // under account settings. // // GameLiftAwsAccountId is a required field GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"` // Unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same region where your fleet is deployed. // To get VPC information, including IDs, use the Virtual Private Cloud service // tools, including the VPC Dashboard in the AWS Management Console. // // PeerVpcId is a required field PeerVpcId *string `min:"1" type:"string" required:"true"` } // String returns the string representation func (s CreateVpcPeeringAuthorizationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type CreateVpcPeeringAuthorizationOutput struct { _ struct{} `type:"structure"` // Details on the requested VPC peering authorization, including expiration. VpcPeeringAuthorization *VpcPeeringAuthorization `type:"structure"` } // String returns the string representation func (s CreateVpcPeeringAuthorizationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type CreateVpcPeeringConnectionInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet. This tells Amazon GameLift which GameLift // VPC to peer with. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Unique identifier for the AWS account with the VPC that you want to peer // your Amazon GameLift fleet with. You can find your Account ID in the AWS // Management Console under account settings. // // PeerVpcAwsAccountId is a required field PeerVpcAwsAccountId *string `min:"1" type:"string" required:"true"` // Unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same region where your fleet is deployed. // To get VPC information, including IDs, use the Virtual Private Cloud service // tools, including the VPC Dashboard in the AWS Management Console. // // PeerVpcId is a required field PeerVpcId *string `min:"1" type:"string" required:"true"` } // String returns the string representation func (s CreateVpcPeeringConnectionInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 func (s CreateVpcPeeringConnectionOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s CreateVpcPeeringConnectionOutput) GoString() string { return s.String() } // Represents the input for a request action. type DeleteAliasInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet alias. Specify the alias you want to delete. // // AliasId is a required field AliasId *string `type:"string" required:"true"` } // String returns the string representation func (s DeleteAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 func (s DeleteAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteAliasOutput) GoString() string { return s.String() } // Represents the input for a request action. type DeleteBuildInput struct { _ struct{} `type:"structure"` // Unique identifier for a build to delete. // // BuildId is a required field BuildId *string `type:"string" required:"true"` } // String returns the string representation func (s DeleteBuildInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 func (s DeleteBuildOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteBuildOutput) GoString() string { return s.String() } // Represents the input for a request action. type DeleteFleetInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet to be deleted. // // FleetId is a required field FleetId *string `type:"string" required:"true"` } // String returns the string representation func (s DeleteFleetInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } type DeleteFleetOutput struct { _ struct{} `type:"structure"` } // String returns the string representation func (s DeleteFleetOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteFleetOutput) GoString() string { return s.String() } // Represents the input for a request action. type DeleteGameSessionQueueInput struct { _ struct{} `type:"structure"` // 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"` } // String returns the string representation func (s DeleteGameSessionQueueInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 func (s DeleteGameSessionQueueOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteGameSessionQueueOutput) GoString() string { return s.String() } // Represents the input for a request action. type DeleteMatchmakingConfigurationInput struct { _ struct{} `type:"structure"` // Unique identifier for a matchmaking configuration // // Name is a required field Name *string `min:"1" type:"string" required:"true"` } // String returns the string representation func (s DeleteMatchmakingConfigurationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 func (s DeleteMatchmakingConfigurationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteMatchmakingConfigurationOutput) GoString() string { return s.String() } // Represents the input for a request action. type DeleteScalingPolicyInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet to be deleted. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Descriptive label that is associated with a 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 func (s DeleteScalingPolicyInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 func (s DeleteScalingPolicyOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteScalingPolicyOutput) GoString() string { return s.String() } // Represents the input for a request action. type DeleteVpcPeeringAuthorizationInput struct { _ struct{} `type:"structure"` // Unique identifier for the AWS account that you use to manage your Amazon // GameLift fleet. You can find your Account ID in the AWS Management Console // under account settings. // // GameLiftAwsAccountId is a required field GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"` // Unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same region where your fleet is deployed. // To get VPC information, including IDs, use the Virtual Private Cloud service // tools, including the VPC Dashboard in the AWS Management Console. // // PeerVpcId is a required field PeerVpcId *string `min:"1" type:"string" required:"true"` } // String returns the string representation func (s DeleteVpcPeeringAuthorizationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 func (s DeleteVpcPeeringAuthorizationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteVpcPeeringAuthorizationOutput) GoString() string { return s.String() } // Represents the input for a request action. type DeleteVpcPeeringConnectionInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet. This value must match the fleet ID referenced // in the VPC peering connection record. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // 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 func (s DeleteVpcPeeringConnectionInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 func (s DeleteVpcPeeringConnectionOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DeleteVpcPeeringConnectionOutput) GoString() string { return s.String() } // Represents the input for a request action. type DescribeAliasInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet alias. Specify the alias you want to retrieve. // // AliasId is a required field AliasId *string `type:"string" required:"true"` } // String returns the string representation func (s DescribeAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeAliasOutput struct { _ struct{} `type:"structure"` // Object that contains the requested alias. Alias *Alias `type:"structure"` } // String returns the string representation func (s DescribeAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeBuildInput struct { _ struct{} `type:"structure"` // Unique identifier for a build to retrieve properties for. // // BuildId is a required field BuildId *string `type:"string" required:"true"` } // String returns the string representation func (s DescribeBuildInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeBuildOutput struct { _ struct{} `type:"structure"` // Set of properties describing the requested build. Build *Build `type:"structure"` } // String returns the string representation func (s DescribeBuildOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeEC2InstanceLimitsInput struct { _ struct{} `type:"structure"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. Leave // this parameter blank to retrieve limits for all types. EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` } // String returns the string representation func (s DescribeEC2InstanceLimitsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeEC2InstanceLimitsInput) GoString() string { return s.String() } // SetEC2InstanceType sets the EC2InstanceType field's value. func (s *DescribeEC2InstanceLimitsInput) SetEC2InstanceType(v string) *DescribeEC2InstanceLimitsInput { s.EC2InstanceType = &v return s } // Represents the returned data in response to a request action. type DescribeEC2InstanceLimitsOutput struct { _ struct{} `type:"structure"` // Object that contains the maximum number of instances for the specified instance // type. EC2InstanceLimits []*EC2InstanceLimit `type:"list"` } // String returns the string representation func (s DescribeEC2InstanceLimitsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeFleetAttributesInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet(s) to retrieve attributes for. To request attributes // for all fleets, leave this parameter empty. FleetIds []*string `min:"1" type:"list"` // 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"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. 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 func (s DescribeFleetAttributesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeFleetAttributesOutput struct { _ struct{} `type:"structure"` // Collection of objects containing attribute metadata for each requested fleet // ID. FleetAttributes []*FleetAttributes `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeFleetAttributesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeFleetCapacityInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet(s) to retrieve capacity information for. To // request capacity information for all fleets, leave this parameter empty. FleetIds []*string `min:"1" type:"list"` // 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"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. 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 func (s DescribeFleetCapacityInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeFleetCapacityOutput struct { _ struct{} `type:"structure"` // Collection of objects containing capacity information for each requested // fleet ID. Leave this parameter empty to retrieve capacity information for // all fleets. FleetCapacity []*FleetCapacity `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeFleetCapacityOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeFleetEventsInput struct { _ struct{} `type:"structure"` // 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" timestampFormat:"unix"` // Unique identifier for a fleet to get event logs for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // 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"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // 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" timestampFormat:"unix"` } // String returns the string representation func (s DescribeFleetEventsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeFleetEventsOutput struct { _ struct{} `type:"structure"` // Collection of objects containing event log entries for the specified fleet. Events []*Event `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeFleetEventsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeFleetPortSettingsInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet to retrieve port settings for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` } // String returns the string representation func (s DescribeFleetPortSettingsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 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 } // Represents the returned data in response to a request action. type DescribeFleetPortSettingsOutput struct { _ struct{} `type:"structure"` // Object that contains port settings for the requested fleet ID. InboundPermissions []*IpPermission `type:"list"` } // String returns the string representation func (s DescribeFleetPortSettingsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeFleetPortSettingsOutput) GoString() string { return s.String() } // SetInboundPermissions sets the InboundPermissions field's value. func (s *DescribeFleetPortSettingsOutput) SetInboundPermissions(v []*IpPermission) *DescribeFleetPortSettingsOutput { s.InboundPermissions = v return s } // Represents the input for a request action. type DescribeFleetUtilizationInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet(s) to retrieve utilization data for. To request // utilization data for all fleets, leave this parameter empty. FleetIds []*string `min:"1" type:"list"` // 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"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. 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 func (s DescribeFleetUtilizationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeFleetUtilizationOutput struct { _ struct{} `type:"structure"` // Collection of objects containing utilization information for each requested // fleet ID. FleetUtilization []*FleetUtilization `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeFleetUtilizationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // Represents the input for a request action. type DescribeGameSessionDetailsInput struct { _ struct{} `type:"structure"` // Unique identifier for an alias associated with the fleet to retrieve all // game sessions for. AliasId *string `type:"string"` // Unique identifier for a fleet to retrieve all game sessions active on the // fleet. FleetId *string `type:"string"` // Unique identifier for the game session to retrieve. GameSessionId *string `min:"1" type:"string"` // 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"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. 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 func (s DescribeGameSessionDetailsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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.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 } // 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 action. type DescribeGameSessionDetailsOutput struct { _ struct{} `type:"structure"` // Collection of objects containing game session properties and the protection // policy currently in force for each session matching the request. GameSessionDetails []*GameSessionDetail `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeGameSessionDetailsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeGameSessionPlacementInput struct { _ struct{} `type:"structure"` // 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 func (s DescribeGameSessionPlacementInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeGameSessionPlacementOutput struct { _ struct{} `type:"structure"` // Object that describes the requested game session placement. GameSessionPlacement *GameSessionPlacement `type:"structure"` } // String returns the string representation func (s DescribeGameSessionPlacementOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeGameSessionQueuesInput struct { _ struct{} `type:"structure"` // 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"` // List of queue names to retrieve information for. To request settings for // all queues, leave this parameter empty. Names []*string `type:"list"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. 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 func (s DescribeGameSessionQueuesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeGameSessionQueuesOutput struct { _ struct{} `type:"structure"` // Collection of objects that describes the requested game session queues. GameSessionQueues []*GameSessionQueue `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeGameSessionQueuesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeGameSessionsInput struct { _ struct{} `type:"structure"` // Unique identifier for an alias associated with the fleet to retrieve all // game sessions for. AliasId *string `type:"string"` // Unique identifier for a fleet to retrieve all game sessions for. FleetId *string `type:"string"` // Unique identifier for the game session to retrieve. You can use either a // GameSessionId or GameSessionArn value. GameSessionId *string `min:"1" type:"string"` // 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"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. 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 func (s DescribeGameSessionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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.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 } // 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 action. type DescribeGameSessionsOutput struct { _ struct{} `type:"structure"` // Collection of objects containing game session properties for each session // matching the request. GameSessions []*GameSession `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeGameSessionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeInstancesInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet to retrieve instance information for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // 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"` // 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"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. 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 func (s DescribeInstancesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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.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 } // 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 action. type DescribeInstancesOutput struct { _ struct{} `type:"structure"` // Collection of objects containing properties for each instance returned. Instances []*Instance `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeInstancesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeMatchmakingConfigurationsInput struct { _ struct{} `type:"structure"` // 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"` // Unique identifier for a matchmaking configuration(s) to retrieve. To request // all existing configurations, leave this parameter empty. Names []*string `type:"list"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Unique identifier for a matchmaking rule set. Use this parameter to retrieve // all matchmaking configurations that use this rule set. RuleSetName *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeMatchmakingConfigurationsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeMatchmakingConfigurationsOutput struct { _ struct{} `type:"structure"` // Collection of requested matchmaking configuration objects. Configurations []*MatchmakingConfiguration `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s DescribeMatchmakingConfigurationsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeMatchmakingInput struct { _ struct{} `type:"structure"` // 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 func (s DescribeMatchmakingInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeMatchmakingOutput struct { _ struct{} `type:"structure"` // Collection of existing matchmaking ticket objects matching the request. TicketList []*MatchmakingTicket `type:"list"` } // String returns the string representation func (s DescribeMatchmakingOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeMatchmakingRuleSetsInput struct { _ struct{} `type:"structure"` // 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"` // Unique identifier for a matchmaking rule set. This name is used to identify // the rule set associated with a matchmaking configuration. Names []*string `min:"1" type:"list"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. 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 func (s DescribeMatchmakingRuleSetsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeMatchmakingRuleSetsOutput struct { _ struct{} `type:"structure"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // Collection of requested matchmaking rule set objects. // // RuleSets is a required field RuleSets []*MatchmakingRuleSet `type:"list" required:"true"` } // String returns the string representation func (s DescribeMatchmakingRuleSetsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribePlayerSessionsInput struct { _ struct{} `type:"structure"` // Unique identifier for the game session to retrieve player sessions for. GameSessionId *string `min:"1" type:"string"` // 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"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. 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"` // Unique identifier for a player to retrieve player sessions for. PlayerId *string `min:"1" type:"string"` // 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 func (s DescribePlayerSessionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribePlayerSessionsOutput struct { _ struct{} `type:"structure"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // Collection of objects containing properties for each player session that // matches the request. PlayerSessions []*PlayerSession `type:"list"` } // String returns the string representation func (s DescribePlayerSessionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeRuntimeConfigurationInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet to get the run-time configuration for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` } // String returns the string representation func (s DescribeRuntimeConfigurationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeRuntimeConfigurationOutput struct { _ struct{} `type:"structure"` // Instructions describing how server processes should be launched and maintained // on each instance in the fleet. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` } // String returns the string representation func (s DescribeRuntimeConfigurationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeScalingPoliciesInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet to retrieve scaling policies for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // 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"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. 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 func (s DescribeScalingPoliciesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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.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 } // 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 action. type DescribeScalingPoliciesOutput struct { _ struct{} `type:"structure"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` // Collection of objects containing the scaling policies matching the request. ScalingPolicies []*ScalingPolicy `type:"list"` } // String returns the string representation func (s DescribeScalingPoliciesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 DescribeVpcPeeringAuthorizationsInput struct { _ struct{} `type:"structure"` } // String returns the string representation func (s DescribeVpcPeeringAuthorizationsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s DescribeVpcPeeringAuthorizationsInput) GoString() string { return s.String() } type DescribeVpcPeeringAuthorizationsOutput struct { _ struct{} `type:"structure"` // Collection of objects that describe all valid VPC peering operations for // the current AWS account. VpcPeeringAuthorizations []*VpcPeeringAuthorization `type:"list"` } // String returns the string representation func (s DescribeVpcPeeringAuthorizationsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeVpcPeeringConnectionsInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet. FleetId *string `type:"string"` } // String returns the string representation func (s DescribeVpcPeeringConnectionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type DescribeVpcPeeringConnectionsOutput struct { _ struct{} `type:"structure"` // Collection of VPC peering connection records that match the request. VpcPeeringConnections []*VpcPeeringConnection `type:"list"` } // String returns the string representation func (s DescribeVpcPeeringConnectionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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. Amazon GameLift does not // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // Unique identifier for a player to associate with the player session. PlayerId *string `min:"1" type:"string"` } // String returns the string representation func (s DesiredPlayerSession) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // Current status of fleet capacity. The number of active instances should match // or be in the process of matching the number of desired instances. Pending // and terminating counts are non-zero only if fleet capacity is adjusting to // an UpdateFleetCapacity request, or if access to resources is temporarily // affected. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet type EC2InstanceCounts struct { _ struct{} `type:"structure"` // Actual number of active instances in the fleet. ACTIVE *int64 `type:"integer"` // Ideal number of active instances in the fleet. DESIRED *int64 `type:"integer"` // Number of active instances in the fleet that are not currently hosting a // game session. IDLE *int64 `type:"integer"` // Maximum value allowed for the fleet's instance count. MAXIMUM *int64 `type:"integer"` // Minimum value allowed for the fleet's instance count. MINIMUM *int64 `type:"integer"` // Number of instances in the fleet that are starting but not yet active. PENDING *int64 `type:"integer"` // Number of instances in the fleet that are no longer active but haven't yet // been terminated. TERMINATING *int64 `type:"integer"` } // String returns the string representation func (s EC2InstanceCounts) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // Maximum number of instances allowed based on the Amazon Elastic Compute Cloud // (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits. type EC2InstanceLimit struct { _ struct{} `type:"structure"` // Number of instances of the specified type that are currently in use by this // AWS account. CurrentInstances *int64 `type:"integer"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` // Number of instances allowed. InstanceLimit *int64 `type:"integer"` } // String returns the string representation func (s EC2InstanceLimit) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // Log entry describing an event that involves Amazon GameLift resources (such // as a fleet). In addition to tracking activity, event codes and messages can // provide additional information for troubleshooting and debugging problems. type Event struct { _ struct{} `type:"structure"` // Type of event being logged. The following events are currently in use: // // General events: // // * GENERIC_EVENT -- An unspecified event has occurred. // // Fleet creation events: // // * FLEET_CREATED -- A fleet record 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_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 Amazon 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 Amazon GameLift is now verifying that the game server launch paths, // which are specified in the fleet's run-time configuration, exist. If any // listed launch path exists, Amazon 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 run-time configuration and indicate whether each // is found. Access the logs by using the URL in PreSignedLogUrl. // // * FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. // // * FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the run-time // configuration failed because the executable specified in a launch path // does not exist on the instance. // // * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING. // // * FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the run-time // configuration failed because the executable specified in a launch path // failed to run on the fleet instance. // // * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING. // // // * 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. A possible // reason for failure is that the game server is not reporting "process ready" // to the Amazon GameLift service. // // * FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to // ACTIVE. The fleet is now ready to host game sessions. // // VPC peering events: // // * FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established // between the VPC for an Amazon GameLift fleet and a VPC in your AWS 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 AWS account. For more // information on VPC peering failures, see http://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html // (http://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html) // // * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully // deleted. // // 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. EventCode *string `type:"string" enum:"EventCode"` // 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" timestampFormat:"unix"` // 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 Amazon GameLift console. PreSignedLogUrl *string `min:"1" type:"string"` // Unique identifier for an event resource, such as a fleet ID. ResourceId *string `min:"1" type:"string"` } // String returns the string representation func (s Event) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // General properties describing a fleet. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet type FleetAttributes struct { _ struct{} `type:"structure"` // Unique identifier for a build. BuildId *string `type:"string"` // 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" timestampFormat:"unix"` // Human-readable description of the fleet. Description *string `min:"1" type:"string"` // Identifier for a fleet that is unique across all regions. FleetArn *string `min:"1" type:"string"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Location of default log files. When a server process is shut down, Amazon // GameLift captures and stores any log files in this location. These logs are // in addition to game session logs; see more on game session logs in the Amazon // GameLift Developer Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code). // If no default log path for a fleet is specified, Amazon GameLift automatically // uploads logs that are stored on each instance at C:\game\logs (for Windows) // or /local/game/logs (for Linux). Use the Amazon GameLift console to access // stored logs. LogPaths []*string `type:"list"` // Names of metric groups that this fleet is included in. In Amazon CloudWatch, // you can view metrics for an individual fleet or aggregated metrics for fleets // that are in a fleet metric group. A fleet can be included in only one metric // group at a time. MetricGroups []*string `type:"list"` // Descriptive label that is associated with a fleet. Fleet names do not need // to be unique. Name *string `min:"1" type:"string"` // Type of game session protection to set for all new instances 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"` // Operating system of the fleet's computing resources. A fleet's operating // system depends on the OS specified for the build that is deployed on this // fleet. OperatingSystem *string `type:"string" enum:"OperatingSystem"` // Fleet policy to limit the number of game sessions an individual player can // create over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` // Game server launch parameters specified for fleets created before 2016-08-04 // (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after // this date are specified in the fleet's RuntimeConfiguration. ServerLaunchParameters *string `min:"1" type:"string"` // Path to a game server executable in the fleet's build, specified for fleets // created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for // fleets created after this date are specified in the fleet's RuntimeConfiguration. 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 -- Amazon GameLift is setting // up the new fleet, creating new instances with the game build 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"` // 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" timestampFormat:"unix"` } // String returns the string representation func (s FleetAttributes) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s FleetAttributes) GoString() string { return s.String() } // SetBuildId sets the BuildId field's value. func (s *FleetAttributes) SetBuildId(v string) *FleetAttributes { s.BuildId = &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 } // 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 } // 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 } // SetTerminationTime sets the TerminationTime field's value. func (s *FleetAttributes) SetTerminationTime(v time.Time) *FleetAttributes { s.TerminationTime = &v return s } // Information about the fleet's capacity. Fleet capacity is measured in EC2 // instances. By default, new fleets have a capacity of one instance, but can // be updated as needed. The maximum number of instances for a fleet is determined // by the fleet's instance type. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet type FleetCapacity struct { _ struct{} `type:"structure"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Current status of fleet capacity. InstanceCounts *EC2InstanceCounts `type:"structure"` // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet // instance type determines the computing resources of each instance in the // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift // supports the following EC2 instance types. See Amazon EC2 Instance Types // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. InstanceType *string `type:"string" enum:"EC2InstanceType"` } // String returns the string representation func (s FleetCapacity) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s FleetCapacity) GoString() string { return s.String() } // 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 } // Current status of fleet utilization, including the number of game and player // sessions being hosted. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet type FleetUtilization struct { _ struct{} `type:"structure"` // Number of active game sessions currently being hosted on all instances in // the fleet. ActiveGameSessionCount *int64 `type:"integer"` // Number of server processes in an ACTIVE status currently running across all // instances in the fleet ActiveServerProcessCount *int64 `type:"integer"` // Number of active player sessions currently being hosted on all instances // in the fleet. CurrentPlayerSessionCount *int64 `type:"integer"` // Unique identifier for a fleet. FleetId *string `type:"string"` // Maximum players allowed across all game sessions currently being hosted on // all instances in the fleet. MaximumPlayerSessionCount *int64 `type:"integer"` } // String returns the string representation func (s FleetUtilization) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // SetFleetId sets the FleetId field's value. func (s *FleetUtilization) SetFleetId(v string) *FleetUtilization { s.FleetId = &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, such as to specify a game // mode, level, or map. Game properties are passed to the game server process // when initiating a new game session; the server process uses the properties // as appropriate. For more information, see the Amazon GameLift Developer // Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create). type GameProperty struct { _ struct{} `type:"structure"` // Game property identifier. // // Key is a required field Key *string `type:"string" required:"true"` // Game property value. // // Value is a required field Value *string `type:"string" required:"true"` } // String returns the string representation func (s GameProperty) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // 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. // // Game-session-related operations include: // // * CreateGameSession // // * DescribeGameSessions // // * DescribeGameSessionDetails // // * SearchGameSessions // // * UpdateGameSession // // * GetGameSessionLogUrl // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement type GameSession struct { _ struct{} `type:"structure"` // 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" timestampFormat:"unix"` // 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"` // Unique identifier for a fleet that the game session is running on. FleetId *string `type:"string"` // 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 (http://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"` // 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 (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameSessionData *string `min:"1" type:"string"` // Unique identifier for the game session. A game session ARN has the following // format: arn:aws:gamelift:::gamesession//. GameSessionId *string `min:"1" type:"string"` // IP address of the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. IpAddress *string `type:"string"` // Information about the matchmaking process that was used to create the game // session. It is in JSON syntax, formated 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 (http://docs.aws.amazon.com/gamelift/latest/developerguide/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). MatchmakerData *string `min:"1" type:"string"` // Maximum number of players that can be connected simultaneously to the game // session. MaximumPlayerSessionCount *int64 `type:"integer"` // 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"` // Port number for the game session. To connect to a Amazon 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"` // 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" timestampFormat:"unix"` } // String returns the string representation func (s GameSession) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // 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 } // 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 } // SetTerminationTime sets the TerminationTime field's value. func (s *GameSession) SetTerminationTime(v time.Time) *GameSession { s.TerminationTime = &v return s } // Connection information for the new game session that is created with matchmaking. // (with StartMatchmaking). Once a match is set, the FlexMatch engine places // the match and 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"` // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session and uniquely identifies it. GameSessionArn *string `min:"1" type:"string"` // IP address of the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. IpAddress *string `type:"string"` // Collection of player session IDs, one for each player ID that was included // in the original matchmaking request. MatchedPlayerSessions []*MatchedPlayerSession `type:"list"` // Port number for the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. Port *int64 `min:"1" type:"integer"` } // String returns the string representation func (s GameSessionConnectionInfo) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s GameSessionConnectionInfo) GoString() string { return s.String() } // 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 func (s GameSessionDetail) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // 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"` // Time stamp indicating when this request was completed, canceled, or timed // out. EndTime *time.Time `type:"timestamp" timestampFormat:"unix"` // 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 (http://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"` // 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 (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameSessionData *string `min:"1" type:"string"` // 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"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. GameSessionName *string `min:"1" type:"string"` // 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"` // IP address of the game session. To connect to a Amazon 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 `type:"string"` // Information on the matchmaking process for this game. Data is in JSON syntax, // formated 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 http://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data // (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data). MatchmakerData *string `min:"1" type:"string"` // Maximum number of players that can be connected simultaneously to the game // session. MaximumPlayerSessionCount *int64 `type:"integer"` // 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"` // Unique identifier for a game session placement. PlacementId *string `min:"1" type:"string"` // Set of values, expressed in milliseconds, indicating the amount of latency // that a player experiences when connected to AWS regions. PlayerLatencies []*PlayerLatency `type:"list"` // Port number for the game session. To connect to a Amazon 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" timestampFormat:"unix"` // 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. Status *string `type:"string" enum:"GameSessionPlacementState"` } // String returns the string representation func (s GameSessionPlacement) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s GameSessionPlacement) GoString() string { return s.String() } // 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 of a queue that is used to process game session placement requests. // The queue configuration identifies several game features: // // * The destinations where a new game session can potentially be hosted. // Amazon GameLift tries these destinations in an order based on either the // queue's default order or player latency information, if provided in a // placement request. With latency information, Amazon GameLift can place // game sessions where the majority of players are reporting the lowest possible // latency. // // * The length of time that placement requests can wait in the queue before // timing out. // // * A set of optional latency policies that protect individual players from // high latencies, preventing game sessions from being placed where any individual // player is reporting latency higher than a policy's maximum. // // Queue-related operations include: // // * CreateGameSessionQueue // // * DescribeGameSessionQueues // // * UpdateGameSessionQueue // // * DeleteGameSessionQueue type GameSessionQueue struct { _ struct{} `type:"structure"` // List of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. Destinations []*GameSessionQueueDestination `type:"list"` // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session queue and uniquely identifies it. Format // is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. GameSessionQueueArn *string `min:"1" type:"string"` // Descriptive label that is associated with game session queue. Queue names // must be unique within each region. Name *string `min:"1" type:"string"` // Collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. // With just one policy, it is enforced at the start of the game session placement // for the duration period. With multiple policies, each policy is enforced // consecutively for its duration period. For example, a queue might enforce // a 60-second policy followed by a 120-second policy, and then no policy for // the remainder of the placement. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` // 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 func (s GameSessionQueue) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s GameSessionQueue) GoString() string { return s.String() } // SetDestinations sets the Destinations field's value. func (s *GameSessionQueue) SetDestinations(v []*GameSessionQueueDestination) *GameSessionQueue { s.Destinations = 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 } // SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value. func (s *GameSessionQueue) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *GameSessionQueue { s.PlayerLatencyPolicies = v return s } // SetTimeoutInSeconds sets the TimeoutInSeconds field's value. func (s *GameSessionQueue) SetTimeoutInSeconds(v int64) *GameSessionQueue { s.TimeoutInSeconds = &v return s } // Fleet designated in a game session queue. Requests for new game sessions // in the queue are fulfilled by starting a new game session on any destination // configured for a queue. // // Queue-related operations include: // // * CreateGameSessionQueue // // * DescribeGameSessionQueues // // * UpdateGameSessionQueue // // * DeleteGameSessionQueue type GameSessionQueueDestination struct { _ struct{} `type:"structure"` // Amazon Resource Name (ARN) 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 func (s GameSessionQueueDestination) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type GetGameSessionLogUrlInput struct { _ struct{} `type:"structure"` // 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 func (s GetGameSessionLogUrlInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type GetGameSessionLogUrlOutput struct { _ struct{} `type:"structure"` // Location of the requested game session logs, available for download. PreSignedUrl *string `min:"1" type:"string"` } // String returns the string representation func (s GetGameSessionLogUrlOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type GetInstanceAccessInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet that contains the instance you want access // to. 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"` // Unique identifier for an 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 func (s GetInstanceAccessInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type GetInstanceAccessOutput struct { _ struct{} `type:"structure"` // Object that contains connection information for a fleet instance, including // IP address and access credentials. InstanceAccess *InstanceAccess `type:"structure"` } // String returns the string representation func (s GetInstanceAccessOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // Properties that describe an instance of a virtual computing resource that // hosts one or more game servers. A fleet may contain zero or more instances. type Instance struct { _ struct{} `type:"structure"` // 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" timestampFormat:"unix"` // Unique identifier for a fleet that the instance is in. FleetId *string `type:"string"` // Unique identifier for an instance. InstanceId *string `type:"string"` // IP address assigned to the instance. IpAddress *string `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 Amazon 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"` // EC2 instance type that defines the computing resources of this instance. Type *string `type:"string" enum:"EC2InstanceType"` } // String returns the string representation func (s Instance) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // 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 } // 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 *InstanceCredentials `type:"structure"` // Unique identifier for a fleet containing the instance being accessed. FleetId *string `type:"string"` // Unique identifier for an instance being accessed. InstanceId *string `type:"string"` // IP address assigned to the instance. IpAddress *string `type:"string"` // Operating system that is running on the instance. OperatingSystem *string `type:"string" enum:"OperatingSystem"` } // String returns the string representation func (s InstanceAccess) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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"` // 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 func (s InstanceCredentials) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // A range of IP addresses and port settings that allow inbound traffic to connect // to server processes on Amazon GameLift. Each game session hosted on a fleet // is assigned a unique combination of IP address and port number, which must // fall into the fleet's allowed ranges. This combination is included in the // GameSession object. type IpPermission struct { _ struct{} `type:"structure"` // Starting value for a range of allowed port numbers. // // FromPort is a required field FromPort *int64 `min:"1" type:"integer" required:"true"` // 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"` // Network communication protocol used by the fleet. // // Protocol is a required field Protocol *string `type:"string" required:"true" enum:"IpProtocol"` // Ending value for a range of allowed port numbers. Port numbers are end-inclusive. // This value must be higher than FromPort. // // ToPort is a required field ToPort *int64 `min:"1" type:"integer" required:"true"` } // String returns the string representation func (s IpPermission) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // Represents the input for a request action. type ListAliasesInput struct { _ struct{} `type:"structure"` // 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"` // Descriptive label that is associated with an alias. Alias names do not need // to be unique. Name *string `min:"1" type:"string"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. To start // at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Type of routing to filter results on. Use this parameter to retrieve only // aliases of a certain 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 func (s ListAliasesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type ListAliasesOutput struct { _ struct{} `type:"structure"` // Collection of alias records that match the list request. Aliases []*Alias `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s ListAliasesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type ListBuildsInput struct { _ struct{} `type:"structure"` // 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"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. 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 func (s ListBuildsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type ListBuildsOutput struct { _ struct{} `type:"structure"` // Collection of build records that match the request. Builds []*Build `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s ListBuildsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type ListFleetsInput struct { _ struct{} `type:"structure"` // Unique identifier for a build to return fleets for. Use this parameter to // return only fleets using the specified build. To retrieve all fleets, leave // this parameter empty. BuildId *string `type:"string"` // 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"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. 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 func (s ListFleetsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // Represents the returned data in response to a request action. type ListFleetsOutput struct { _ struct{} `type:"structure"` // Set of fleet IDs matching the list request. You can retrieve additional information // about all returned fleets by passing this result set to a call to DescribeFleetAttributes, // DescribeFleetCapacity, or DescribeFleetUtilization. FleetIds []*string `min:"1" type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s ListFleetsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // 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"` // Unique identifier for a player PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session PlayerSessionId *string `type:"string"` } // String returns the string representation func (s MatchedPlayerSession) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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"` // Flag that determines whether or not a match that was created with this configuration // must be accepted by the matched players. To require acceptance, set to TRUE. AcceptanceRequired *bool `type:"boolean"` // Length of time (in seconds) to wait for players to accept a proposed match. // 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"` // 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. AdditionalPlayerCount *int64 `type:"integer"` // 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" timestampFormat:"unix"` // Information to attached to all events related to the matchmaking configuration. CustomEventData *string `type:"string"` // Descriptive label that is associated with matchmaking configuration. Description *string `min:"1" type:"string"` // 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 (http://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. GameProperties []*GameProperty `type:"list"` // 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 (http://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. GameSessionData *string `min:"1" type:"string"` // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session queue and uniquely identifies it. Format // is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. // These queues are used when placing game sessions for matches that are created // with this matchmaking configuration. Queues can be located in any region. GameSessionQueueArns []*string `type:"list"` // Unique identifier for a matchmaking configuration. This name is used to identify // the configuration associated with a matchmaking request or ticket. Name *string `min:"1" type:"string"` // SNS topic ARN that is set up to receive matchmaking notifications. NotificationTarget *string `type:"string"` // Maximum duration, in seconds, that a matchmaking ticket can remain in process // before timing out. Requests that time out can be resubmitted as needed. RequestTimeoutSeconds *int64 `min:"1" type:"integer"` // Unique identifier for a 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 `min:"1" type:"string"` } // String returns the string representation func (s MatchmakingConfiguration) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // 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 } // 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 } // 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 // a certain kind of player match. 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 (http://docs.aws.amazon.com/gamelift/latest/developerguide/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"` // 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" timestampFormat:"unix"` // Collection of matchmaking rules, formatted as a JSON string. (Note that comments14 // 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"` // Unique identifier for a matchmaking rule set RuleSetName *string `min:"1" type:"string"` } // String returns the string representation func (s MatchmakingRuleSet) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // 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"` // 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 `min:"1" type:"string"` // Time stamp indicating when the matchmaking request stopped being processed // due to successful completion, timeout, or cancellation. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). EndTime *time.Time `type:"timestamp" timestampFormat:"unix"` // 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. 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" timestampFormat:"unix"` // 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. Tickets with players // who fail to accept a proposed match are placed in FAILED status. // // * CANCELLED -- The matchmaking request was canceled with a call to StopMatchmaking. // // * 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"` // Unique identifier for a matchmaking ticket. TicketId *string `min:"1" type:"string"` } // String returns the string representation func (s MatchmakingTicket) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s MatchmakingTicket) GoString() string { return s.String() } // 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 } // 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. // // Player-session-related operations include: // // * CreatePlayerSession // // * CreatePlayerSessions // // * DescribePlayerSessions // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement type PlacedPlayerSession struct { _ struct{} `type:"structure"` // Unique identifier for a player that is associated with this player session. PlayerId *string `min:"1" type:"string"` // Unique identifier for a player session. PlayerSessionId *string `type:"string"` } // String returns the string representation func (s PlacedPlayerSession) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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"` // Set of values, expressed in milliseconds, indicating 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"` // 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"` // 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 func (s Player) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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"` // 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 func (s PlayerLatency) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // Queue setting that determines the highest latency allowed for individual // players when placing a game session. When a latency policy is in force, a // game session cannot be placed at any destination in a region where a player // is reporting latency higher than the cap. Latency policies are only enforced // when the placement request contains player latency information. // // Queue-related operations include: // // * CreateGameSessionQueue // // * DescribeGameSessionQueues // // * UpdateGameSessionQueue // // * DeleteGameSessionQueue 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 func (s PlayerLatencyPolicy) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // Properties describing a player session. Player session objects are created // either by creating a player session for a specific game session, or as part // of a game session placement. A player session represents either a player // reservation for a game session (status RESERVED) or actual player activity // in a game session (status 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. // // When a player disconnects, the player session status changes to COMPLETED. // Once the session ends, the player session object is retained for 30 days // and then removed. // // Player-session-related operations include: // // * CreatePlayerSession // // * CreatePlayerSessions // // * DescribePlayerSessions // // * Game session placements // // StartGameSessionPlacement // // DescribeGameSessionPlacement // // StopGameSessionPlacement type PlayerSession struct { _ struct{} `type:"structure"` // 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" timestampFormat:"unix"` // Unique identifier for a fleet that the player's game session is running on. FleetId *string `type:"string"` // Unique identifier for the game session that the player session is connected // to. GameSessionId *string `min:"1" type:"string"` // IP address of the game session. To connect to a Amazon GameLift game server, // an app needs both the IP address and port number. IpAddress *string `type:"string"` // Developer-defined information related to a player. Amazon GameLift does not // use this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // Unique identifier for a player that is associated with this player session. PlayerId *string `min:"1" type:"string"` // 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"` // 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" timestampFormat:"unix"` } // String returns the string representation func (s PlayerSession) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // 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 } // Represents the input for a request action. type PutScalingPolicyInput struct { _ struct{} `type:"structure"` // Comparison operator to use when measuring the metric against the threshold // value. // // ComparisonOperator is a required field ComparisonOperator *string `type:"string" required:"true" enum:"ComparisonOperatorType"` // Length of time (in minutes) the metric must be at or beyond the threshold // before a scaling event is triggered. // // EvaluationPeriods is a required field EvaluationPeriods *int64 `min:"1" type:"integer" required:"true"` // Unique identifier for a fleet to apply this policy to. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Name of the Amazon GameLift-defined metric that is used to trigger an adjustment. // // * ActivatingGameSessions -- number of game sessions in the process of // being created (game session status = ACTIVATING). // // * ActiveGameSessions -- number of game sessions currently running (game // session status = ACTIVE). // // * CurrentPlayerSessions -- number of active or reserved player sessions // (player session status = ACTIVE or RESERVED). // // * AvailablePlayerSessions -- number of player session slots currently // available in active game sessions across the fleet, calculated by subtracting // a game session's current player session count from its maximum player // session count. This number includes game sessions that are not currently // accepting players (game session PlayerSessionCreationPolicy = DENY_ALL). // // * ActiveInstances -- number of instances currently running a game session. // // * IdleInstances -- number of instances not currently running a game session. // // MetricName is a required field MetricName *string `type:"string" required:"true" enum:"MetricName"` // Descriptive label that is associated with a 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"` // Amount of adjustment to make, based on the scaling adjustment type. // // ScalingAdjustment is a required field ScalingAdjustment *int64 `type:"integer" required:"true"` // 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 is a required field ScalingAdjustmentType *string `type:"string" required:"true" enum:"ScalingAdjustmentType"` // Metric value used to trigger a scaling event. // // Threshold is a required field Threshold *float64 `type:"double" required:"true"` } // String returns the string representation func (s PutScalingPolicyInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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.ComparisonOperator == nil { invalidParams.Add(request.NewErrParamRequired("ComparisonOperator")) } if s.EvaluationPeriods == nil { invalidParams.Add(request.NewErrParamRequired("EvaluationPeriods")) } 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.ScalingAdjustment == nil { invalidParams.Add(request.NewErrParamRequired("ScalingAdjustment")) } if s.ScalingAdjustmentType == nil { invalidParams.Add(request.NewErrParamRequired("ScalingAdjustmentType")) } if s.Threshold == nil { invalidParams.Add(request.NewErrParamRequired("Threshold")) } 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 } // 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 } // 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 action. type PutScalingPolicyOutput struct { _ struct{} `type:"structure"` // Descriptive label that is associated with a scaling policy. Policy names // do not need to be unique. Name *string `min:"1" type:"string"` } // String returns the string representation func (s PutScalingPolicyOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // Represents the input for a request action. type RequestUploadCredentialsInput struct { _ struct{} `type:"structure"` // Unique identifier for a build to get credentials for. // // BuildId is a required field BuildId *string `type:"string" required:"true"` } // String returns the string representation func (s RequestUploadCredentialsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type RequestUploadCredentialsOutput struct { _ struct{} `type:"structure"` // Amazon S3 path and key, identifying where the game build files are stored. StorageLocation *S3Location `type:"structure"` // AWS 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 *AwsCredentials `type:"structure"` } // String returns the string representation func (s RequestUploadCredentialsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type ResolveAliasInput struct { _ struct{} `type:"structure"` // Unique identifier for the alias you want to resolve. // // AliasId is a required field AliasId *string `type:"string" required:"true"` } // String returns the string representation func (s ResolveAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type ResolveAliasOutput struct { _ struct{} `type:"structure"` // Fleet identifier that is associated with the requested alias. FleetId *string `type:"string"` } // String returns the string representation func (s ResolveAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s ResolveAliasOutput) GoString() string { return s.String() } // SetFleetId sets the FleetId field's value. func (s *ResolveAliasOutput) SetFleetId(v string) *ResolveAliasOutput { s.FleetId = &v return s } // Policy that limits the number of game sessions a player can create on the // same fleet. This optional policy gives game owners control over how players // can consume available game server resources. A resource creation policy makes // the following statement: "An individual player can create a maximum number // of new game sessions within a specified time period". // // The policy is evaluated when a player tries to create a new game session. // For example, with a policy of 10 new game sessions and a time period of 60 // minutes, on receiving a CreateGameSession request, Amazon GameLift checks // that the player (identified by CreatorId) has created fewer than 10 game // sessions in the past 60 minutes. type ResourceCreationLimitPolicy struct { _ struct{} `type:"structure"` // Maximum number of game sessions that an individual can create during the // policy period. NewGameSessionsPerCreator *int64 `type:"integer"` // Time span used in evaluating the resource creation limit policy. PolicyPeriodInMinutes *int64 `type:"integer"` } // String returns the string representation func (s ResourceCreationLimitPolicy) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // Routing configuration for a fleet alias. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet type RoutingStrategy struct { _ struct{} `type:"structure"` // Unique identifier for a fleet that the alias points to. FleetId *string `type:"string"` // Message text to be used with a terminal routing strategy. Message *string `type:"string"` // Type of routing strategy. // // 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 func (s RoutingStrategy) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 what processes // to run on each instance in a fleet. All fleets must have a run-time configuration. // Each instance in the fleet launches the server processes specified in the // run-time configuration and launches new ones as existing processes end. Each // instance regularly checks for an updated run-time configuration and follows // the new instructions. // // The run-time configuration enables the instances in a fleet to run multiple // processes simultaneously. Potential scenarios are as follows: (1) Run multiple // processes of a single game server executable to maximize usage of your hosting // resources. (2) Run one or more processes of different build executables, // such as your game server executable and a related program, or two or more // different versions of a game server. (3) Run multiple processes of a single // game server but with different launch parameters, for example to run one // process on each instance in debug mode. // // A Amazon GameLift instance is limited to 50 processes running simultaneously. // A run-time configuration must specify fewer than this limit. To calculate // the total number of processes specified in a run-time configuration, add // the values of the ConcurrentExecutions parameter for each ServerProcess object // in the run-time configuration. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet type RuntimeConfiguration struct { _ struct{} `type:"structure"` // Maximum amount of time (in seconds) that a game session can remain in status // ACTIVATING. If the game session is not active before the timeout, activation // is terminated and the game session status is changed to TERMINATED. GameSessionActivationTimeoutSeconds *int64 `min:"1" type:"integer"` // Maximum number of game sessions with status ACTIVATING to allow on an instance // simultaneously. This setting limits the amount of instance resources that // can be used for new game activations at any one time. MaxConcurrentGameSessionActivations *int64 `min:"1" type:"integer"` // Collection of server process configurations that describe which server processes // to run on each instance in a fleet. ServerProcesses []*ServerProcess `min:"1" type:"list"` } // String returns the string representation func (s RuntimeConfiguration) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // Location in Amazon Simple Storage Service (Amazon S3) where build files can // be stored for access by Amazon GameLift. This location is specified in a // CreateBuild request. For more details, see the Create a Build with Files // in Amazon S3 (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build). type S3Location struct { _ struct{} `type:"structure"` // Amazon S3 bucket identifier. This is the name of your S3 bucket. Bucket *string `min:"1" type:"string"` // Name of the zip file containing your build files. Key *string `min:"1" type:"string"` // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // for the access role that allows Amazon GameLift to access your S3 bucket. RoleArn *string `min:"1" type:"string"` } // String returns the string representation func (s S3Location) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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.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 } // 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. // // Fleet-related operations include: // // * CreateFleet // // * ListFleets // // * Describe fleets: // // DescribeFleetAttributes // // DescribeFleetPortSettings // // DescribeFleetUtilization // // DescribeRuntimeConfiguration // // DescribeFleetEvents // // * Update fleets: // // UpdateFleetAttributes // // UpdateFleetCapacity // // UpdateFleetPortSettings // // UpdateRuntimeConfiguration // // * Manage fleet capacity: // // DescribeFleetCapacity // // UpdateFleetCapacity // // PutScalingPolicy (automatic scaling) // // DescribeScalingPolicies (automatic scaling) // // DeleteScalingPolicy (automatic scaling) // // DescribeEC2InstanceLimits // // * DeleteFleet 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"` // Unique identifier for a fleet that is associated with this scaling policy. FleetId *string `type:"string"` // Name of the Amazon GameLift-defined metric that is used to trigger an adjustment. // // * ActivatingGameSessions -- number of game sessions in the process of // being created (game session status = ACTIVATING). // // * ActiveGameSessions -- number of game sessions currently running (game // session status = ACTIVE). // // * CurrentPlayerSessions -- number of active or reserved player sessions // (player session status = ACTIVE or RESERVED). // // * AvailablePlayerSessions -- number of player session slots currently // available in active game sessions across the fleet, calculated by subtracting // a game session's current player session count from its maximum player // session count. This number does include game sessions that are not currently // accepting players (game session PlayerSessionCreationPolicy = DENY_ALL). // // * ActiveInstances -- number of instances currently running a game session. // // * IdleInstances -- number of instances not currently running a game session. MetricName *string `type:"string" enum:"MetricName"` // Descriptive label that is associated with a scaling policy. Policy names // do not need to be unique. Name *string `min:"1" type:"string"` // Amount of adjustment to make, based on the scaling adjustment type. ScalingAdjustment *int64 `type:"integer"` // 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 is only in force // when in an ACTIVE status. // // * ACTIVE -- The scaling policy is currently in force. // // * 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"` // Metric value used to trigger a scaling event. Threshold *float64 `type:"double"` } // String returns the string representation func (s ScalingPolicy) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // SetFleetId sets the FleetId field's value. func (s *ScalingPolicy) SetFleetId(v string) *ScalingPolicy { s.FleetId = &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 } // 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 } // SetThreshold sets the Threshold field's value. func (s *ScalingPolicy) SetThreshold(v float64) *ScalingPolicy { s.Threshold = &v return s } // Represents the input for a request action. type SearchGameSessionsInput struct { _ struct{} `type:"structure"` // Unique identifier for an alias associated with the fleet to search for active // game sessions. 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"` // Unique identifier for a fleet to search for active game sessions. Each request // must reference either a fleet ID or alias ID, but not both. FleetId *string `type:"string"` // 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"` // Token that indicates the start of the next sequential page of results. Use // the token that is returned with a previous call to this action. 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 func (s SearchGameSessionsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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.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 } // 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 action. type SearchGameSessionsOutput struct { _ struct{} `type:"structure"` // Collection of objects containing game session properties for each session // matching the request. GameSessions []*GameSession `type:"list"` // Token that indicates where to resume retrieving results on the next call // to this action. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation func (s SearchGameSessionsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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. Each instruction set identifies the location of the server executable, // optional launch parameters, and the number of server processes with this // configuration to maintain concurrently on the instance. Server process configurations // make up a fleet's RuntimeConfiguration. type ServerProcess struct { _ struct{} `type:"structure"` // Number of server processes using this configuration to run concurrently on // an instance. // // ConcurrentExecutions is a required field ConcurrentExecutions *int64 `min:"1" type:"integer" required:"true"` // Location of the server executable in a game build. All game builds are installed // on instances at the root : for Windows instances C:\game, and for Linux instances // /local/game. A Windows game build with an executable file located at MyGame\latest\server.exe // must have a launch path of "C:\game\MyGame\latest\server.exe". A Linux game // build with an executable file located at MyGame/latest/server.exe must have // a launch path of "/local/game/MyGame/latest/server.exe". // // LaunchPath is a required field LaunchPath *string `min:"1" type:"string" required:"true"` // Optional list of parameters to pass to the server executable on launch. Parameters *string `min:"1" type:"string"` } // String returns the string representation func (s ServerProcess) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type StartGameSessionPlacementInput struct { _ struct{} `type:"structure"` // Set of information on each player to create a player session for. DesiredPlayerSessions []*DesiredPlayerSession `type:"list"` // 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 (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []*GameProperty `type:"list"` // 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 (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameSessionData *string `min:"1" type:"string"` // 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. // // GameSessionQueueName is a required field GameSessionQueueName *string `min:"1" type:"string" required:"true"` // Maximum number of players that can be connected simultaneously to the game // session. // // MaximumPlayerSessionCount is a required field MaximumPlayerSessionCount *int64 `type:"integer" required:"true"` // 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"` // Set of values, expressed in milliseconds, indicating 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 func (s StartGameSessionPlacementInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. 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 func (s StartGameSessionPlacementOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type StartMatchBackfillInput struct { _ struct{} `type:"structure"` // Name of the matchmaker to use for this request. The name of the matchmaker // that was used with the original game session is listed in the GameSession // object, MatchmakerData property. This property contains a matchmaking configuration // ARN value, which includes the matchmaker name. (In the ARN value "arn:aws:gamelift:us-west-2:111122223333:matchmakingconfiguration/MM-4v4", // the matchmaking configuration name is "MM-4v4".) Use only the name for this // parameter. // // ConfigurationName is a required field ConfigurationName *string `min:"1" type:"string" required:"true"` // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session and uniquely identifies it. // // GameSessionArn is a required field GameSessionArn *string `min:"1" type:"string" required:"true"` // 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 (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-server.html#match-server-data). // // // * 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"` // 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 `min:"1" type:"string"` } // String returns the string representation func (s StartMatchBackfillInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 { invalidParams.Add(request.NewErrParamRequired("GameSessionArn")) } 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.TicketId != nil && len(*s.TicketId) < 1 { invalidParams.Add(request.NewErrParamMinLen("TicketId", 1)) } 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 action. 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 func (s StartMatchBackfillOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. 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. // // 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"` // 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 `min:"1" type:"string"` } // String returns the string representation func (s StartMatchmakingInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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.TicketId != nil && len(*s.TicketId) < 1 { invalidParams.Add(request.NewErrParamMinLen("TicketId", 1)) } 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 action. 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 func (s StartMatchmakingOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type StopGameSessionPlacementInput struct { _ struct{} `type:"structure"` // 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 func (s StopGameSessionPlacementInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. 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 func (s StopGameSessionPlacementOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type StopMatchmakingInput struct { _ struct{} `type:"structure"` // Unique identifier for a matchmaking ticket. // // TicketId is a required field TicketId *string `min:"1" type:"string" required:"true"` } // String returns the string representation func (s StopMatchmakingInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 s.TicketId != nil && len(*s.TicketId) < 1 { invalidParams.Add(request.NewErrParamMinLen("TicketId", 1)) } 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 func (s StopMatchmakingOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s StopMatchmakingOutput) GoString() string { return s.String() } // Represents the input for a request action. type UpdateAliasInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet alias. Specify the alias you want to update. // // AliasId is a required field AliasId *string `type:"string" required:"true"` // Human-readable description of an alias. Description *string `min:"1" type:"string"` // Descriptive label that is associated with an alias. Alias names do not need // to be unique. Name *string `min:"1" type:"string"` // Object that specifies the fleet and routing type to use for the alias. RoutingStrategy *RoutingStrategy `type:"structure"` } // String returns the string representation func (s UpdateAliasInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type UpdateAliasOutput struct { _ struct{} `type:"structure"` // Object that contains the updated alias configuration. Alias *Alias `type:"structure"` } // String returns the string representation func (s UpdateAliasOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type UpdateBuildInput struct { _ struct{} `type:"structure"` // Unique identifier for a build to update. // // BuildId is a required field BuildId *string `type:"string" required:"true"` // Descriptive label that is associated with a build. Build names do not need // to be unique. Name *string `min:"1" type:"string"` // Version that is associated with this build. Version strings do not need to // be unique. Version *string `min:"1" type:"string"` } // String returns the string representation func (s UpdateBuildInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type UpdateBuildOutput struct { _ struct{} `type:"structure"` // Object that contains the updated build record. Build *Build `type:"structure"` } // String returns the string representation func (s UpdateBuildOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type UpdateFleetAttributesInput struct { _ struct{} `type:"structure"` // Human-readable description of a fleet. Description *string `min:"1" type:"string"` // Unique identifier for a fleet to update attribute metadata for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Names of metric groups to include this fleet in. Amazon CloudWatch uses a // fleet metric group is to aggregate metrics from multiple fleets. Use an existing // metric group name to add this fleet to the group. Or use a new name to create // a new metric group. A fleet can only be included in one metric group at a // time. MetricGroups []*string `type:"list"` // Descriptive label that is associated with a fleet. Fleet names do not need // to be unique. Name *string `min:"1" type:"string"` // 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 that limits the number of game sessions an individual player can create // over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` } // String returns the string representation func (s UpdateFleetAttributesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type UpdateFleetAttributesOutput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet that was updated. FleetId *string `type:"string"` } // String returns the string representation func (s UpdateFleetAttributesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type UpdateFleetCapacityInput struct { _ struct{} `type:"structure"` // Number of EC2 instances you want this fleet to host. DesiredInstances *int64 `type:"integer"` // Unique identifier for a fleet to update capacity for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Maximum value allowed for the fleet's instance count. Default if not set // is 1. MaxSize *int64 `type:"integer"` // Minimum value allowed for the fleet's instance count. Default if not set // is 0. MinSize *int64 `type:"integer"` } // String returns the string representation func (s UpdateFleetCapacityInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 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 } // 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 action. type UpdateFleetCapacityOutput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet that was updated. FleetId *string `type:"string"` } // String returns the string representation func (s UpdateFleetCapacityOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s UpdateFleetCapacityOutput) GoString() string { return s.String() } // SetFleetId sets the FleetId field's value. func (s *UpdateFleetCapacityOutput) SetFleetId(v string) *UpdateFleetCapacityOutput { s.FleetId = &v return s } // Represents the input for a request action. type UpdateFleetPortSettingsInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet to update port settings for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Collection of port settings to be added to the fleet record. InboundPermissionAuthorizations []*IpPermission `type:"list"` // Collection of port settings to be removed from the fleet record. InboundPermissionRevocations []*IpPermission `type:"list"` } // String returns the string representation func (s UpdateFleetPortSettingsInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type UpdateFleetPortSettingsOutput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet that was updated. FleetId *string `type:"string"` } // String returns the string representation func (s UpdateFleetPortSettingsOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // Represents the input for a request action. type UpdateGameSessionInput struct { _ struct{} `type:"structure"` // Unique identifier for the game session to update. // // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` // Maximum number of players that can be connected simultaneously to the game // session. MaximumPlayerSessionCount *int64 `type:"integer"` // Descriptive label that is associated with a game session. Session names do // not need to be unique. Name *string `min:"1" type:"string"` // Policy determining whether or not the game session accepts 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 func (s UpdateGameSessionInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type UpdateGameSessionOutput struct { _ struct{} `type:"structure"` // Object that contains the updated game session metadata. GameSession *GameSession `type:"structure"` } // String returns the string representation func (s UpdateGameSessionOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type UpdateGameSessionQueueInput struct { _ struct{} `type:"structure"` // List of fleets that can be used to fulfill game session placement requests // in the queue. Fleets are identified by either a fleet ARN or a fleet alias // ARN. Destinations are listed in default preference order. When updating this // list, provide a complete list of destinations. Destinations []*GameSessionQueueDestination `type:"list"` // 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"` // Collection of latency policies to apply when processing game sessions placement // requests with player latency information. Multiple policies are evaluated // in order of the maximum latency value, starting with the lowest latency values. // With just one policy, it is enforced at the start of the game session placement // for the duration period. With multiple policies, each policy is enforced // consecutively for its duration period. For example, a queue might enforce // a 60-second policy followed by a 120-second policy, and then no policy for // the remainder of the placement. When updating policies, provide a complete // collection of policies. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` // 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 func (s UpdateGameSessionQueueInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 invalidParams.Len() > 0 { return invalidParams } return nil } // SetDestinations sets the Destinations field's value. func (s *UpdateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *UpdateGameSessionQueueInput { s.Destinations = v return s } // SetName sets the Name field's value. func (s *UpdateGameSessionQueueInput) SetName(v string) *UpdateGameSessionQueueInput { s.Name = &v return s } // SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value. func (s *UpdateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *UpdateGameSessionQueueInput { s.PlayerLatencyPolicies = 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 action. type UpdateGameSessionQueueOutput struct { _ struct{} `type:"structure"` // Object that describes the newly updated game session queue. GameSessionQueue *GameSessionQueue `type:"structure"` } // String returns the string representation func (s UpdateGameSessionQueueOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type UpdateMatchmakingConfigurationInput struct { _ struct{} `type:"structure"` // Flag that determines whether or not a match that was created with this configuration // must be accepted by the matched players. To require acceptance, set to TRUE. AcceptanceRequired *bool `type:"boolean"` // Length of time (in seconds) to wait for players to accept a proposed match. // 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"` // 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. AdditionalPlayerCount *int64 `type:"integer"` // Information to attached to all events related to the matchmaking configuration. CustomEventData *string `type:"string"` // Descriptive label that is associated with matchmaking configuration. Description *string `min:"1" type:"string"` // 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 (http://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. GameProperties []*GameProperty `type:"list"` // 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 (http://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. GameSessionData *string `min:"1" type:"string"` // Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a game session queue and uniquely identifies it. Format // is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. // These queues are used when placing game sessions for matches that are created // with this matchmaking configuration. Queues can be located in any region. GameSessionQueueArns []*string `type:"list"` // Unique identifier for a matchmaking configuration to update. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // SNS topic ARN that is set up to receive matchmaking notifications. See Setting // up Notifications for Matchmaking (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html) // for more information. NotificationTarget *string `type:"string"` // Maximum duration, in seconds, that a matchmaking ticket can remain in process // before timing out. Requests that time out can be resubmitted as needed. RequestTimeoutSeconds *int64 `min:"1" type:"integer"` // Unique identifier for a 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 `min:"1" type:"string"` } // String returns the string representation func (s UpdateMatchmakingConfigurationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // 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 } // 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 action. type UpdateMatchmakingConfigurationOutput struct { _ struct{} `type:"structure"` // Object that describes the updated matchmaking configuration. Configuration *MatchmakingConfiguration `type:"structure"` } // String returns the string representation func (s UpdateMatchmakingConfigurationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type UpdateRuntimeConfigurationInput struct { _ struct{} `type:"structure"` // Unique identifier for a fleet to update run-time configuration for. // // FleetId is a required field FleetId *string `type:"string" required:"true"` // Instructions for launching server processes on each instance in the fleet. // The run-time configuration for a fleet has a collection of server process // configurations, one for each type of server process to run on an instance. // A server process configuration specifies the location of the server executable, // launch parameters, and the number of concurrent processes with that configuration // to maintain on each instance. // // RuntimeConfiguration is a required field RuntimeConfiguration *RuntimeConfiguration `type:"structure" required:"true"` } // String returns the string representation func (s UpdateRuntimeConfigurationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type UpdateRuntimeConfigurationOutput struct { _ struct{} `type:"structure"` // The run-time configuration currently in force. If the update was successful, // this object matches the one in the request. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` } // String returns the string representation func (s UpdateRuntimeConfigurationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 } // Represents the input for a request action. type ValidateMatchmakingRuleSetInput struct { _ struct{} `type:"structure"` // 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 func (s ValidateMatchmakingRuleSetInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 action. type ValidateMatchmakingRuleSetOutput struct { _ struct{} `type:"structure"` // Response indicating whether or not the rule set is valid. Valid *bool `type:"boolean"` } // String returns the string representation func (s ValidateMatchmakingRuleSetOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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. // // VPC peering connection operations include: // // * CreateVpcPeeringAuthorization // // * DescribeVpcPeeringAuthorizations // // * DeleteVpcPeeringAuthorization // // * CreateVpcPeeringConnection // // * DescribeVpcPeeringConnections // // * DeleteVpcPeeringConnection 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" timestampFormat:"unix"` // 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" timestampFormat:"unix"` // Unique identifier for the AWS account that you use to manage your Amazon // GameLift fleet. You can find your Account ID in the AWS Management Console // under account settings. GameLiftAwsAccountId *string `min:"1" type:"string"` PeerVpcAwsAccountId *string `min:"1" type:"string"` // Unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same region where your fleet is deployed. // To get VPC information, including IDs, use the Virtual Private Cloud service // tools, including the VPC Dashboard in the AWS Management Console. PeerVpcId *string `min:"1" type:"string"` } // String returns the string representation func (s VpcPeeringAuthorization) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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 AWS 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. // // VPC peering connection operations include: // // * CreateVpcPeeringAuthorization // // * DescribeVpcPeeringAuthorizations // // * DeleteVpcPeeringAuthorization // // * CreateVpcPeeringConnection // // * DescribeVpcPeeringConnections // // * DeleteVpcPeeringConnection type VpcPeeringConnection struct { _ struct{} `type:"structure"` // Unique identifier for a fleet. This ID determines the ID of the Amazon GameLift // VPC for your fleet. FleetId *string `type:"string"` // 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 AWS 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"` // Unique identifier for a VPC with resources to be accessed by your Amazon // GameLift fleet. The VPC must be in the same region where your fleet is deployed. // To get VPC information, including IDs, use the Virtual Private Cloud service // tools, including the VPC Dashboard in the AWS Management Console. PeerVpcId *string `min:"1" type:"string"` // Object that contains status information about the connection. Status indicates // if a connection is pending, successful, or failed. Status *VpcPeeringConnectionStatus `type:"structure"` // 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 func (s VpcPeeringConnection) String() string { return awsutil.Prettify(s) } // GoString returns the string representation func (s VpcPeeringConnection) GoString() string { return s.String() } // 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 (http://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 func (s VpcPeeringConnectionStatus) String() string { return awsutil.Prettify(s) } // GoString returns the string representation 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" ) 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" ) 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" ) 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" // 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" // 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" ) 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" ) 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" ) 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" ) 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" ) 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" ) const ( // IpProtocolTcp is a IpProtocol enum value IpProtocolTcp = "TCP" // IpProtocolUdp is a IpProtocol enum value IpProtocolUdp = "UDP" ) 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" ) 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" ) const ( // OperatingSystemWindows2012 is a OperatingSystem enum value OperatingSystemWindows2012 = "WINDOWS_2012" // OperatingSystemAmazonLinux is a OperatingSystem enum value OperatingSystemAmazonLinux = "AMAZON_LINUX" ) const ( // PlayerSessionCreationPolicyAcceptAll is a PlayerSessionCreationPolicy enum value PlayerSessionCreationPolicyAcceptAll = "ACCEPT_ALL" // PlayerSessionCreationPolicyDenyAll is a PlayerSessionCreationPolicy enum value PlayerSessionCreationPolicyDenyAll = "DENY_ALL" ) 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" ) const ( // ProtectionPolicyNoProtection is a ProtectionPolicy enum value ProtectionPolicyNoProtection = "NoProtection" // ProtectionPolicyFullProtection is a ProtectionPolicy enum value ProtectionPolicyFullProtection = "FullProtection" ) const ( // RoutingStrategyTypeSimple is a RoutingStrategyType enum value RoutingStrategyTypeSimple = "SIMPLE" // RoutingStrategyTypeTerminal is a RoutingStrategyType enum value RoutingStrategyTypeTerminal = "TERMINAL" ) 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" ) 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" )