rclone/vendor/github.com/aws/aws-sdk-go/service/gamelift/api.go

12705 lines
465 KiB
Go

// 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 opCreateAlias = "CreateAlias"
// CreateAliasRequest generates a "aws/request.Request" representing the
// client's request for the CreateAlias operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// See CreateAlias for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the CreateAlias method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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 and sets a target fleet. A fleet alias can be used in place
// of a fleet ID, such as when calling CreateGameSession from a game client
// or game service or adding destinations to a game session queue. By changing
// an alias's target fleet, you can switch your players to the new fleet without
// changing any other component. In production, this feature is particularly
// useful to redirect your player base seamlessly to the latest game server
// update.
//
// Amazon GameLift supports two types of routing strategies for aliases: simple
// and terminal. Use a simple alias to point to an active fleet. Use a terminal
// alias to display a message to incoming traffic instead of routing players
// to an active fleet. This option is useful when a game server is no longer
// supported but you want to provide better messaging than a standard 404 error.
//
// To create a fleet alias, specify an alias name, routing strategy, and optional
// description. If successful, a new alias record is returned, including an
// alias ID, which you can reference when creating a game session. To reassign
// the alias to another fleet ID, call UpdateAlias.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See CreateBuild for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the CreateBuild method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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 from a set of game server binary files
// stored in an Amazon Simple Storage Service (Amazon S3) location. When using
// this API call, you must create a .zip file containing all of the build files
// and store it in an Amazon S3 bucket under your AWS account. For help on packaging
// your build files and creating a build, see Uploading Your Game to Amazon
// GameLift (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html).
//
// Use this API action ONLY if you are storing your game build files in an Amazon
// S3 bucket in your AWS account. To create a build using files stored in a
// directory, use the CLI command upload-build (http://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html),
// which uploads the build files from a file location you specify and creates
// a build.
//
// To create a new build using CreateBuild, identify the storage location and
// operating system of your game build. You also have the option of specifying
// a build name and version. If successful, this action creates a new build
// record with an unique build ID and in INITIALIZED status. Use the API call
// DescribeBuild to check the status of your build. A build must be in READY
// status before it can be used to create fleets to host your game.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See CreateFleet for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the CreateFleet method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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, provide a fleet name, an EC2 instance type, and a
// build ID of the game build to deploy. You can also configure the new fleet
// with the following settings: (1) a runtime configuration describing what
// server processes to run on each instance in the fleet (required to create
// fleet), (2) access permissions for inbound traffic, (3) fleet-wide game session
// protection, and (4) the location of default log files for Amazon GameLift
// to upload and store.
//
// 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 capacity to 1 "desired", 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 once one server process in the fleet
// is ready to host a game session.
//
// After a fleet is created, use the following actions to change fleet properties
// and configuration:
//
// * UpdateFleetAttributes -- Update fleet metadata, including name and description.
//
// * UpdateFleetCapacity -- Increase or decrease the number of instances
// you want the fleet to maintain.
//
// * UpdateFleetPortSettings -- Change the IP address and port ranges that
// allow access to incoming traffic.
//
// * UpdateRuntimeConfiguration -- Change how server processes are launched
// in the fleet, including launch path, launch parameters, and the number
// of concurrent processes.
//
// * PutScalingPolicy -- Create or update rules that are used to set the
// fleet's capacity (autoscaling).
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See CreateGameSession for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the CreateGameSession method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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 game session properties, including
// a game session ID with the custom string you provided.
//
// 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.
//
// By default, newly created game sessions allow new players to join. Use UpdateGameSession
// to change the game session's player session creation policy.
//
// Available in Amazon GameLift Local.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See CreateGameSessionQueue for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the CreateGameSessionQueue method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 opCreatePlayerSession = "CreatePlayerSession"
// CreatePlayerSessionRequest generates a "aws/request.Request" representing the
// client's request for the CreatePlayerSession operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// See CreatePlayerSession for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the CreatePlayerSession method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See CreatePlayerSessions for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the CreatePlayerSessions method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 opDeleteAlias = "DeleteAlias"
// DeleteAliasRequest generates a "aws/request.Request" representing the
// client's request for the DeleteAlias operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// See DeleteAlias for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DeleteAlias method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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 a fleet 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See DeleteBuild for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DeleteBuild method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See DeleteFleet for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DeleteFleet method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See DeleteGameSessionQueue for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DeleteGameSessionQueue method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 opDeleteScalingPolicy = "DeleteScalingPolicy"
// DeleteScalingPolicyRequest generates a "aws/request.Request" representing the
// client's request for the DeleteScalingPolicy operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// See DeleteScalingPolicy for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DeleteScalingPolicy method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 opDescribeAlias = "DescribeAlias"
// DescribeAliasRequest generates a "aws/request.Request" representing the
// client's request for the DescribeAlias operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// See DescribeAlias for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeAlias method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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 a fleet alias. This operation returns all alias
// metadata and settings. To get just the fleet ID an alias is currently pointing
// to, use ResolveAlias.
//
// To get alias properties, specify the alias ID. If successful, an Alias object
// is returned.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See DescribeBuild for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeBuild method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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 get a build record, specify a build
// ID. If successful, an object containing the build properties is returned.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See DescribeEC2InstanceLimits for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeEC2InstanceLimits method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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).
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See DescribeFleetAttributes for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeFleetAttributes method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See DescribeFleetCapacity for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeFleetCapacity method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See DescribeFleetEvents for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeFleetEvents method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See DescribeFleetPortSettings for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeFleetPortSettings method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See DescribeFleetUtilization for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeFleetUtilization method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See DescribeGameSessionDetails for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeGameSessionDetails method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See DescribeGameSessionPlacement for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeGameSessionPlacement method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See DescribeGameSessionQueues for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeGameSessionQueues method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See DescribeGameSessions for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeGameSessions method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See DescribeInstances for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeInstances method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// Please also see 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 opDescribePlayerSessions = "DescribePlayerSessions"
// DescribePlayerSessionsRequest generates a "aws/request.Request" representing the
// client's request for the DescribePlayerSessions operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// See DescribePlayerSessions for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribePlayerSessions method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See DescribeRuntimeConfiguration for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeRuntimeConfiguration method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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 runtime configuration for the specified fleet. The
// runtime configuration tells Amazon GameLift how to launch server processes
// on instances in the fleet.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See DescribeScalingPolicies for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the DescribeScalingPolicies method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 opGetGameSessionLogUrl = "GetGameSessionLogUrl"
// GetGameSessionLogUrlRequest generates a "aws/request.Request" representing the
// client's request for the GetGameSessionLogUrl operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// See GetGameSessionLogUrl for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the GetGameSessionLogUrl method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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. 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See GetInstanceAccess for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the GetInstanceAccess method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See ListAliases for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the ListAliases method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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 a collection of alias records 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.
//
// Aliases are not listed in any particular order.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See ListBuilds for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the ListBuilds method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See ListFleets for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the ListFleets method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See PutScalingPolicy for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the PutScalingPolicy method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See RequestUploadCredentials for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the RequestUploadCredentials method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// This API call is not currently in use. Retrieves a fresh set of upload credentials
// and the assigned Amazon S3 storage location for a specific build. Valid credentials
// are required to upload your game build files to Amazon S3.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See ResolveAlias for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the ResolveAlias method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See SearchGameSessions for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the SearchGameSessions method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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 a set of game sessions that match a set of search criteria and
// sorts them in a specified order. Currently a game session search is limited
// to a single fleet. Search results include only game sessions that are in
// ACTIVE status. If you need to retrieve game sessions with a status other
// than active, use DescribeGameSessions. If you need to retrieve the protection
// policy for each game session, use DescribeGameSessionDetails.
//
// 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.
//
// * 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.
//
// * 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.
//
// * hasAvailablePlayerSessions -- Boolean value indicating whether or not
// a game session has reached its maximum number of players. When searching
// with this attribute, the search value must be true or false. It is highly
// recommended that all search requests include this filter attribute to
// optimize search performance and return only sessions that players 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. Use the pagination
// parameters to retrieve results as a set of sequential pages. If successful,
// a collection of GameSession objects matching the request is returned.
//
// 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.
//
// Available in Amazon GameLift Local.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See StartGameSessionPlacement for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the StartGameSessionPlacement method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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 queue name and a set of
// game session properties and settings. Also provide a unique ID (such as a
// UUID) for the placement. You'll use this ID to track the status of the placement
// request. Optionally, provide a set of IDs and player data for each player
// you want to join to the new game session. To optimize game play for the players,
// also provide latency data for all 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 have the option of resubmitting the request
// or retrying it with a different queue.
//
// 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.
//
// Please also see 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 opStopGameSessionPlacement = "StopGameSessionPlacement"
// StopGameSessionPlacementRequest generates a "aws/request.Request" representing the
// client's request for the StopGameSessionPlacement operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// See StopGameSessionPlacement for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the StopGameSessionPlacement method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 opUpdateAlias = "UpdateAlias"
// UpdateAliasRequest generates a "aws/request.Request" representing the
// client's request for the UpdateAlias operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// See UpdateAlias for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the UpdateAlias method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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 a fleet 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See UpdateBuild for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the UpdateBuild method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See UpdateFleetAttributes for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the UpdateFleetAttributes method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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 you want to
// change. If successful, the fleet ID for the updated fleet is returned.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See UpdateFleetCapacity for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the UpdateFleetCapacity method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See UpdateFleetPortSettings for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the UpdateFleetPortSettings method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See UpdateGameSession for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the UpdateGameSession method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 can be used to capture response data after the request's "Send" method
// is called.
//
// See UpdateGameSessionQueue for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the UpdateGameSessionQueue method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see 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.
//
// 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.
//
// Please also see 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 opUpdateRuntimeConfiguration = "UpdateRuntimeConfiguration"
// UpdateRuntimeConfigurationRequest generates a "aws/request.Request" representing the
// client's request for the UpdateRuntimeConfiguration operation. The "output" return
// value can be used to capture response data after the request's "Send" method
// is called.
//
// See UpdateRuntimeConfiguration for usage and error information.
//
// Creating a request object using this method should be used when you want to inject
// custom logic into the request's lifecycle using a custom handler, or if you want to
// access properties on the request object before or after sending the request. If
// you just want the service response, call the UpdateRuntimeConfiguration method directly
// instead.
//
// Note: You must call the "Send" method on the returned request object in order
// to execute the request.
//
// // 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)
// }
//
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfiguration
func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigurationInput) (req *request.Request, output *UpdateRuntimeConfigurationOutput) {
op := &request.Operation{
Name: opUpdateRuntimeConfiguration,
HTTPMethod: "POST",
HTTPPath: "/",
}
if input == nil {
input = &UpdateRuntimeConfigurationInput{}
}
output = &UpdateRuntimeConfigurationOutput{}
req = c.newRequest(op, input, output)
return
}
// UpdateRuntimeConfiguration API operation for Amazon GameLift.
//
// Updates the current runtime configuration for the specified fleet, which
// tells Amazon GameLift how to launch server processes on instances in the
// fleet. You can update a fleet's runtime configuration at any time after the
// fleet is created; it does not need to be in an ACTIVE status.
//
// To update runtime 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
// runtime 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 runtime configuration. As a
// result, the runtime configuration changes are applied gradually as existing
// processes shut down and new processes are launched in Amazon GameLift's normal
// process recycling activity.
//
// 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.
//
// Please also see 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()
}
// Properties describing a fleet alias.
//
// Alias-related operations include:
//
// * CreateAlias
//
// * ListAliases
//
// * DescribeAlias
//
// * UpdateAlias
//
// * DeleteAlias
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Alias
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
}
// AWS access credentials sometimes 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AwsCredentials
type AwsCredentials struct {
_ struct{} `type:"structure"`
// Access key for an AWS account.
AccessKeyId *string `min:"1" type:"string"`
// Secret key for an AWS account.
SecretAccessKey *string `min:"1" type:"string"`
// Token specific to a build ID.
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
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Build
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAliasInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAliasOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuildInput
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.
OperatingSystem *string `type:"string" enum:"OperatingSystem"`
// Amazon S3 location of the game build files to be uploaded. The S3 bucket
// must be owned by the same AWS account that you're using to manage Amazon
// GameLift. It also must in the same region that you want to create a new build
// in. Before calling CreateBuild with this location, you must allow Amazon
// GameLift to access your 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)).
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuildOutput
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 specified in the request.
StorageLocation *S3Location `type:"structure"`
// This element is not currently in use.
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetInput
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"`
// 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"`
// 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 runtime 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 runtime
// configuration with at least one server process configuration; otherwise the
// request will fail with an invalid request exception. (This parameter replaces
// the parameters ServerLaunchPath and ServerLaunchParameters; requests that
// contain values for these parameters instead of a runtime 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 runtime 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 runtime 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.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
}
// 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
}
// 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionInput
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 developer-defined properties for a game session. These properties
// are passed to the server process hosting the game session.
GameProperties []*GameProperty `type:"list"`
// 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 ID has the following format:
// arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency
// token>.)
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 ID has the following format:
// arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency
// token>.)
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.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
}
// 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueueInput
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 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionQueueOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionsInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreatePlayerSessionsOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAliasInput
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
}
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteAliasOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuildInput
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
}
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteBuildOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetInput
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
}
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueueInput
type DeleteGameSessionQueueInput struct {
_ struct{} `type:"structure"`
// Descriptive label that is associated with 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
}
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueueOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicyInput
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
}
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteScalingPolicyOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAliasInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeAliasOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuildInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeBuildOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimitsInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeEC2InstanceLimitsOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributesInput
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 specify
// the start 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetAttributesOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacityInput
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 specify
// the start 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetCapacityOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEventsInput
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 specify
// the start 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetEventsOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettingsInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettingsOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilizationInput
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 specify
// the start 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilizationOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsInput
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 specify
// the start 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetailsOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacementInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacementOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesInput
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 specify
// the start 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueuesOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsInput
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 specify
// the start 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionsOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstancesInput
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 specify
// the start 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstancesOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessionsInput
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 specify
// the start 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 time-out 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessionsOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfigurationInput
type DescribeRuntimeConfigurationInput struct {
_ struct{} `type:"structure"`
// Unique identifier for a fleet to get the runtime 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfigurationOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPoliciesInput
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 specify
// the start 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeScalingPoliciesOutput
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
}
// Player information for use when creating player sessions using a game session
// placement request with StartGameSessionPlacement.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DesiredPlayerSession
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/EC2InstanceCounts
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/EC2InstanceLimit
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 involving 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Event
type Event struct {
_ struct{} `type:"structure"`
// Type of event being logged.
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"`
// 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
}
// SetResourceId sets the ResourceId field's value.
func (s *Event) SetResourceId(v string) *Event {
s.ResourceId = &v
return s
}
// General properties describing a fleet.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetAttributes
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 will automatically
// upload 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"`
// 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 prior to 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 prior to 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
}
// 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetCapacity
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/FleetUtilization
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 containing information a server process requires to
// set up a game session. This object allows you to pass in any set of data
// needed for your game. For more information, see the Amazon GameLift Developer
// Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/).
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameProperty
type GameProperty struct {
_ struct{} `type:"structure"`
// TBD
//
// Key is a required field
Key *string `type:"string" required:"true"`
// TBD
//
// 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSession
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 the game session is running on.
FleetId *string `type:"string"`
// Set of developer-defined properties for a game session. These properties
// are passed to the server process hosting the game session.
GameProperties []*GameProperty `type:"list"`
// Unique identifier for the game session. A game session ID has the following
// format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string
// or idempotency token>.
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"`
// 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
}
// 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
}
// 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
}
// A game session's properties plus the protection policy currently in force.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionDetail
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
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionPlacement
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 developer-defined properties for a game session. These properties
// are passed to the server process hosting the game session.
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"`
// 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 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"`
// 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 players are experiencing 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
}
// 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
}
// 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 the following:
//
// * CreateGameSessionQueue
//
// * DescribeGameSessionQueues
//
// * UpdateGameSessionQueue
//
// * DeleteGameSessionQueue
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionQueue
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/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:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
GameSessionQueueArn *string `min:"1" type:"string"`
// Descriptive label that is associated with 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionQueueDestination
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrlInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetGameSessionLogUrlOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccessInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GetInstanceAccessOutput
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 contains zero or more instances.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Instance
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 runtime 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InstanceAccess
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/InstanceCredentials
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/IpPermission
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliasesInput
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 specify
// the start 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListAliasesOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuildsInput
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 specify
// the start 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListBuildsOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetsInput
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 specify
// the start 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ListFleetsOutput
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
}
// 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlacedPlayerSession
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
}
// 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerLatency
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.
//
// Latency policy-related operations include:
//
// * CreateGameSessionQueue
//
// * UpdateGameSessionQueue
//
// * StartGameSessionPlacement
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerLatencyPolicy
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. A player session represents either
// a player reservation for a game session or actual player activity in a game
// session. 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.
//
// Player session-related operations include:
//
// * CreatePlayerSession
//
// * CreatePlayerSessions
//
// * DescribePlayerSessions
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PlayerSession
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 time-out 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicyInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/PutScalingPolicyOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentialsInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RequestUploadCredentialsOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAliasInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResolveAliasOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ResourceCreationLimitPolicy
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RoutingStrategy
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
}
// Collection of server process configurations that describe what processes
// should be run on each instance in a fleet. An instance can launch and maintain
// multiple server processes based on the runtime configuration; it regularly
// checks for an updated runtime configuration and starts new server processes
// to match the latest version.
//
// The key purpose of a runtime configuration with multiple server process configurations
// is to be able to run more than one kind of game server in a single fleet.
// You can include configurations for more than one server executable in order
// to run two or more different programs to run on the same instance. This option
// might be useful, for example, to run more than one version of your game server
// on the same fleet. Another option is to specify configurations for the same
// server executable but with different launch parameters.
//
// A Amazon GameLift instance is limited to 50 processes running simultaneously.
// To calculate the total number of processes specified in a runtime configuration,
// add the values of the ConcurrentExecutions parameter for each ServerProcess
// object in the runtime configuration.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RuntimeConfiguration
type RuntimeConfiguration struct {
_ struct{} `type:"structure"`
// Collection of server process configurations describing what 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.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
}
// 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).
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/S3Location
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ScalingPolicy
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessionsInput
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, creationTimeMillis, playerSessionCount, maximumSessions,
// hasAvailablePlayerSessions.
//
// * Comparator -- Valid comparators are: =, <>, <, >, <=, >=.
//
// * Value -- Value to be searched for. Values can be numbers, boolean values
// (true/false) or strings. String values are case sensitive, 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 specify
// the start 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, creationTimeMillis, playerSessionCount, maximumSessions,
// 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/SearchGameSessionsOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ServerProcess
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacementInput
type StartGameSessionPlacementInput struct {
_ struct{} `type:"structure"`
// Set of information on each player to create a player session for.
DesiredPlayerSessions []*DesiredPlayerSession `type:"list"`
// Set of developer-defined properties for a game session. These properties
// are passed to the server process hosting the game session.
GameProperties []*GameProperty `type:"list"`
// 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 players are experiencing 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.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
}
// 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartGameSessionPlacementOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacementInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopGameSessionPlacementOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAliasInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateAliasOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuildInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateBuildOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributesInput
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"`
// 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
}
// 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetAttributesOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacityInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetCapacityOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettingsInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateFleetPortSettingsOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionInput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueueInput
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 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateGameSessionQueueOutput
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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfigurationInput
type UpdateRuntimeConfigurationInput struct {
_ struct{} `type:"structure"`
// Unique identifier for a fleet to update runtime 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 runtime 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.
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfigurationOutput
type UpdateRuntimeConfigurationOutput struct {
_ struct{} `type:"structure"`
// The runtime 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
}
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"
// 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"
)
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 (
// MetricNameActivatingGameSessions is a MetricName enum value
MetricNameActivatingGameSessions = "ActivatingGameSessions"
// MetricNameActiveGameSessions is a MetricName enum value
MetricNameActiveGameSessions = "ActiveGameSessions"
// MetricNameActiveInstances is a MetricName enum value
MetricNameActiveInstances = "ActiveInstances"
// MetricNameAvailablePlayerSessions is a MetricName enum value
MetricNameAvailablePlayerSessions = "AvailablePlayerSessions"
// MetricNameCurrentPlayerSessions is a MetricName enum value
MetricNameCurrentPlayerSessions = "CurrentPlayerSessions"
// MetricNameIdleInstances is a MetricName enum value
MetricNameIdleInstances = "IdleInstances"
// 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"
)