19092 lines
675 KiB
Go
19092 lines
675 KiB
Go
// Code generated by private/model/cli/gen-api/main.go. DO NOT EDIT.
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package gamelift
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import (
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"fmt"
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"time"
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"github.com/aws/aws-sdk-go/aws"
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"github.com/aws/aws-sdk-go/aws/awsutil"
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"github.com/aws/aws-sdk-go/aws/request"
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"github.com/aws/aws-sdk-go/private/protocol"
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"github.com/aws/aws-sdk-go/private/protocol/jsonrpc"
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)
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const opAcceptMatch = "AcceptMatch"
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// AcceptMatchRequest generates a "aws/request.Request" representing the
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// client's request for the AcceptMatch operation. The "output" return
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// value will be populated with the request's response once the request complets
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// successfuly.
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//
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// Use "Send" method on the returned Request to send the API call to the service.
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// the "output" return value is not valid until after Send returns without error.
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//
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// See AcceptMatch for more information on using the AcceptMatch
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// API call, and error handling.
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//
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// This method is useful when you want to inject custom logic or configuration
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// into the SDK's request lifecycle. Such as custom headers, or retry logic.
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//
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//
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// // Example sending a request using the AcceptMatchRequest method.
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// req, resp := client.AcceptMatchRequest(params)
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//
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// err := req.Send()
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// if err == nil { // resp is now filled
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// fmt.Println(resp)
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// }
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//
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// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch
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func (c *GameLift) AcceptMatchRequest(input *AcceptMatchInput) (req *request.Request, output *AcceptMatchOutput) {
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op := &request.Operation{
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Name: opAcceptMatch,
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HTTPMethod: "POST",
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HTTPPath: "/",
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}
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if input == nil {
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input = &AcceptMatchInput{}
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}
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output = &AcceptMatchOutput{}
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req = c.newRequest(op, input, output)
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return
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}
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// AcceptMatch API operation for Amazon GameLift.
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//
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// Registers a player's acceptance or rejection of a proposed FlexMatch match.
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// A matchmaking configuration may require player acceptance; if so, then matches
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// built with that configuration cannot be completed unless all players accept
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// the proposed match within a specified time limit.
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//
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// When FlexMatch builds a match, all the matchmaking tickets involved in the
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// proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger
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// for your game to get acceptance from all players in the ticket. Acceptances
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// are only valid for tickets when they are in this status; all other acceptances
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// result in an error.
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//
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// To register acceptance, specify the ticket ID, a response, and one or more
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// players. Once all players have registered acceptance, the matchmaking tickets
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// advance to status PLACING, where a new game session is created for the match.
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//
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// If any player rejects the match, or if acceptances are not received before
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// a specified timeout, the proposed match is dropped. The matchmaking tickets
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// are then handled in one of two ways: For tickets where all players accepted
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// the match, the ticket status is returned to SEARCHING to find a new match.
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// For tickets where one or more players failed to accept the match, the ticket
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// status is set to FAILED, and processing is terminated. A new matchmaking
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// request for these players can be submitted as needed.
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//
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// Matchmaking-related operations include:
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//
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// * StartMatchmaking
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//
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// * DescribeMatchmaking
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//
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// * StopMatchmaking
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//
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// * AcceptMatch
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//
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// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
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// with awserr.Error's Code and Message methods to get detailed information about
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// the error.
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//
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// See the AWS API reference guide for Amazon GameLift's
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// API operation AcceptMatch for usage and error information.
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//
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// Returned Error Codes:
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// * ErrCodeInvalidRequestException "InvalidRequestException"
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// One or more parameter values in the request are invalid. Correct the invalid
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// parameter values before retrying.
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//
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// * ErrCodeNotFoundException "NotFoundException"
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// A service resource associated with the request could not be found. Clients
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// should not retry such requests.
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//
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// * ErrCodeInternalServiceException "InternalServiceException"
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// The service encountered an unrecoverable internal failure while processing
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// the request. Clients can retry such requests immediately or after a waiting
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// period.
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//
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// * ErrCodeUnsupportedRegionException "UnsupportedRegionException"
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// The requested operation is not supported in the region specified.
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//
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// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatch
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func (c *GameLift) AcceptMatch(input *AcceptMatchInput) (*AcceptMatchOutput, error) {
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req, out := c.AcceptMatchRequest(input)
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return out, req.Send()
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}
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// AcceptMatchWithContext is the same as AcceptMatch with the addition of
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// the ability to pass a context and additional request options.
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//
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// See AcceptMatch for details on how to use this API operation.
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//
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// The context must be non-nil and will be used for request cancellation. If
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// the context is nil a panic will occur. In the future the SDK may create
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// sub-contexts for http.Requests. See https://golang.org/pkg/context/
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// for more information on using Contexts.
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func (c *GameLift) AcceptMatchWithContext(ctx aws.Context, input *AcceptMatchInput, opts ...request.Option) (*AcceptMatchOutput, error) {
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req, out := c.AcceptMatchRequest(input)
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req.SetContext(ctx)
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req.ApplyOptions(opts...)
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return out, req.Send()
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}
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const opCreateAlias = "CreateAlias"
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// CreateAliasRequest generates a "aws/request.Request" representing the
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// client's request for the CreateAlias operation. The "output" return
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// value will be populated with the request's response once the request complets
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// successfuly.
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//
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// Use "Send" method on the returned Request to send the API call to the service.
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// the "output" return value is not valid until after Send returns without error.
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//
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// See CreateAlias for more information on using the CreateAlias
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// API call, and error handling.
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//
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// This method is useful when you want to inject custom logic or configuration
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// into the SDK's request lifecycle. Such as custom headers, or retry logic.
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//
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//
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// // Example sending a request using the CreateAliasRequest method.
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// req, resp := client.CreateAliasRequest(params)
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//
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// err := req.Send()
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// if err == nil { // resp is now filled
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// fmt.Println(resp)
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// }
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//
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// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias
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func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Request, output *CreateAliasOutput) {
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op := &request.Operation{
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Name: opCreateAlias,
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HTTPMethod: "POST",
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HTTPPath: "/",
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}
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if input == nil {
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input = &CreateAliasInput{}
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}
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output = &CreateAliasOutput{}
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req = c.newRequest(op, input, output)
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return
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}
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// CreateAlias API operation for Amazon GameLift.
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//
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// Creates an alias for a fleet. In most situations, you can use an alias ID
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// in place of a fleet ID. By using a fleet alias instead of a specific fleet
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// ID, you can switch gameplay and players to a new fleet without changing your
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// game client or other game components. For example, for games in production,
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// using an alias allows you to seamlessly redirect your player base to a new
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// game server update.
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//
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// Amazon GameLift supports two types of routing strategies for aliases: simple
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// and terminal. A simple alias points to an active fleet. A terminal alias
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// is used to display messaging or link to a URL instead of routing players
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// to an active fleet. For example, you might use a terminal alias when a game
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// version is no longer supported and you want to direct players to an upgrade
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// site.
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//
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// To create a fleet alias, specify an alias name, routing strategy, and optional
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// description. Each simple alias can point to only one fleet, but a fleet can
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// have multiple aliases. If successful, a new alias record is returned, including
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// an alias ID, which you can reference when creating a game session. You can
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// reassign an alias to another fleet by calling UpdateAlias.
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//
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// Alias-related operations include:
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//
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// * CreateAlias
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//
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// * ListAliases
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//
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// * DescribeAlias
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//
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// * UpdateAlias
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//
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// * DeleteAlias
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//
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// * ResolveAlias
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//
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// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
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// with awserr.Error's Code and Message methods to get detailed information about
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// the error.
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//
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// See the AWS API reference guide for Amazon GameLift's
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// API operation CreateAlias for usage and error information.
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//
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// Returned Error Codes:
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// * ErrCodeUnauthorizedException "UnauthorizedException"
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// The client failed authentication. Clients should not retry such requests.
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//
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// * ErrCodeInvalidRequestException "InvalidRequestException"
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// One or more parameter values in the request are invalid. Correct the invalid
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// parameter values before retrying.
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//
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// * ErrCodeConflictException "ConflictException"
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// The requested operation would cause a conflict with the current state of
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// a service resource associated with the request. Resolve the conflict before
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// retrying this request.
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//
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// * ErrCodeInternalServiceException "InternalServiceException"
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// The service encountered an unrecoverable internal failure while processing
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// the request. Clients can retry such requests immediately or after a waiting
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// period.
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//
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// * ErrCodeLimitExceededException "LimitExceededException"
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// The requested operation would cause the resource to exceed the allowed service
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// limit. Resolve the issue before retrying.
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//
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// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateAlias
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func (c *GameLift) CreateAlias(input *CreateAliasInput) (*CreateAliasOutput, error) {
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req, out := c.CreateAliasRequest(input)
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return out, req.Send()
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}
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// CreateAliasWithContext is the same as CreateAlias with the addition of
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// the ability to pass a context and additional request options.
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//
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// See CreateAlias for details on how to use this API operation.
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//
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// The context must be non-nil and will be used for request cancellation. If
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// the context is nil a panic will occur. In the future the SDK may create
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// sub-contexts for http.Requests. See https://golang.org/pkg/context/
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// for more information on using Contexts.
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func (c *GameLift) CreateAliasWithContext(ctx aws.Context, input *CreateAliasInput, opts ...request.Option) (*CreateAliasOutput, error) {
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req, out := c.CreateAliasRequest(input)
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req.SetContext(ctx)
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req.ApplyOptions(opts...)
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return out, req.Send()
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}
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const opCreateBuild = "CreateBuild"
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// CreateBuildRequest generates a "aws/request.Request" representing the
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// client's request for the CreateBuild operation. The "output" return
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// value will be populated with the request's response once the request complets
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// successfuly.
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//
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// Use "Send" method on the returned Request to send the API call to the service.
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// the "output" return value is not valid until after Send returns without error.
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//
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// See CreateBuild for more information on using the CreateBuild
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// API call, and error handling.
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//
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// This method is useful when you want to inject custom logic or configuration
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// into the SDK's request lifecycle. Such as custom headers, or retry logic.
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//
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//
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// // Example sending a request using the CreateBuildRequest method.
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// req, resp := client.CreateBuildRequest(params)
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//
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// err := req.Send()
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// if err == nil { // resp is now filled
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// fmt.Println(resp)
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// }
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//
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// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild
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func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Request, output *CreateBuildOutput) {
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op := &request.Operation{
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Name: opCreateBuild,
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HTTPMethod: "POST",
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HTTPPath: "/",
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}
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if input == nil {
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input = &CreateBuildInput{}
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}
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output = &CreateBuildOutput{}
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req = c.newRequest(op, input, output)
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return
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}
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// CreateBuild API operation for Amazon GameLift.
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//
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// Creates a new Amazon GameLift build from a set of game server binary files
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// stored in an Amazon Simple Storage Service (Amazon S3) location. To use this
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// API call, create a .zip file containing all of the files for the build and
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// store it in an Amazon S3 bucket under your AWS account. For help on packaging
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// your build files and creating a build, see Uploading Your Game to Amazon
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// GameLift (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html).
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//
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// Use this API action ONLY if you are storing your game build files in an Amazon
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// S3 bucket. To create a build using files stored locally, use the CLI command
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// upload-build (http://docs.aws.amazon.com/cli/latest/reference/gamelift/upload-build.html),
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// which uploads the build files from a file location you specify.
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//
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// To create a new build using CreateBuild, identify the storage location and
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// operating system of your game build. You also have the option of specifying
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// a build name and version. If successful, this action creates a new build
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// record with an unique build ID and in INITIALIZED status. Use the API call
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// DescribeBuild to check the status of your build. A build must be in READY
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// status before it can be used to create fleets to host your game.
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//
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// Build-related operations include:
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//
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// * CreateBuild
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//
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// * ListBuilds
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//
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// * DescribeBuild
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//
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// * UpdateBuild
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//
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// * DeleteBuild
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//
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// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
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// with awserr.Error's Code and Message methods to get detailed information about
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// the error.
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//
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// See the AWS API reference guide for Amazon GameLift's
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// API operation CreateBuild for usage and error information.
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//
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// Returned Error Codes:
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// * ErrCodeUnauthorizedException "UnauthorizedException"
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// The client failed authentication. Clients should not retry such requests.
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//
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// * ErrCodeInvalidRequestException "InvalidRequestException"
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// One or more parameter values in the request are invalid. Correct the invalid
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// parameter values before retrying.
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//
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// * ErrCodeConflictException "ConflictException"
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// The requested operation would cause a conflict with the current state of
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// a service resource associated with the request. Resolve the conflict before
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// retrying this request.
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//
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// * ErrCodeInternalServiceException "InternalServiceException"
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// The service encountered an unrecoverable internal failure while processing
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// the request. Clients can retry such requests immediately or after a waiting
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// period.
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//
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// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateBuild
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func (c *GameLift) CreateBuild(input *CreateBuildInput) (*CreateBuildOutput, error) {
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req, out := c.CreateBuildRequest(input)
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return out, req.Send()
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}
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// CreateBuildWithContext is the same as CreateBuild with the addition of
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// the ability to pass a context and additional request options.
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//
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// See CreateBuild for details on how to use this API operation.
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//
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// The context must be non-nil and will be used for request cancellation. If
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// the context is nil a panic will occur. In the future the SDK may create
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// sub-contexts for http.Requests. See https://golang.org/pkg/context/
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// for more information on using Contexts.
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func (c *GameLift) CreateBuildWithContext(ctx aws.Context, input *CreateBuildInput, opts ...request.Option) (*CreateBuildOutput, error) {
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req, out := c.CreateBuildRequest(input)
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req.SetContext(ctx)
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req.ApplyOptions(opts...)
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return out, req.Send()
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}
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const opCreateFleet = "CreateFleet"
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// CreateFleetRequest generates a "aws/request.Request" representing the
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// client's request for the CreateFleet operation. The "output" return
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// value will be populated with the request's response once the request complets
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// successfuly.
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//
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// Use "Send" method on the returned Request to send the API call to the service.
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// the "output" return value is not valid until after Send returns without error.
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//
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// See CreateFleet for more information on using the CreateFleet
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// API call, and error handling.
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//
|
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// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
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//
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// // Example sending a request using the CreateFleetRequest method.
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// req, resp := client.CreateFleetRequest(params)
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//
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// err := req.Send()
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// if err == nil { // resp is now filled
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// fmt.Println(resp)
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// }
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//
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// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleet
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func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Request, output *CreateFleetOutput) {
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op := &request.Operation{
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Name: opCreateFleet,
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HTTPMethod: "POST",
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HTTPPath: "/",
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}
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if input == nil {
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input = &CreateFleetInput{}
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}
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output = &CreateFleetOutput{}
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req = c.newRequest(op, input, output)
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return
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}
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// CreateFleet API operation for Amazon GameLift.
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//
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// Creates a new fleet to run your game servers. A fleet is a set of Amazon
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// Elastic Compute Cloud (Amazon EC2) instances, each of which can run multiple
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// server processes to host game sessions. You configure a fleet to create instances
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// with certain hardware specifications (see Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/)
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// for more information), and deploy a specified game build to each instance.
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// A newly created fleet passes through several statuses; once it reaches the
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// ACTIVE status, it can begin hosting game sessions.
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//
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// To create a new fleet, you must specify the following: (1) fleet name, (2)
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// build ID of an uploaded game build, (3) an EC2 instance type, and (4) a run-time
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// configuration that describes which server processes to run on each instance
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// in the fleet. (Although the run-time configuration is not a required parameter,
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// the fleet cannot be successfully activated without it.)
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//
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// You can also configure the new fleet with the following settings:
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//
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// * Fleet description
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//
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// * Access permissions for inbound traffic
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//
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// * Fleet-wide game session protection
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//
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// * Resource creation limit
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//
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// If you use Amazon CloudWatch for metrics, you can add the new fleet to a
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// metric group. This allows you to view aggregated metrics for a set of fleets.
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// Once you specify a metric group, the new fleet's metrics are included in
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// the metric group's data.
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//
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// You have the option of creating a VPC peering connection with the new fleet.
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// For more information, see VPC Peering with Amazon GameLift Fleets (http://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
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//
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// If the CreateFleet call is successful, Amazon GameLift performs the following
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// tasks:
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//
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// * Creates a fleet record and sets the status to NEW (followed by other
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// statuses as the fleet is activated).
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//
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// * Sets the fleet's target capacity to 1 (desired instances), which causes
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// Amazon GameLift to start one new EC2 instance.
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|
//
|
|
// * Starts launching server processes on the instance. If the fleet is configured
|
|
// to run multiple server processes per instance, Amazon GameLift staggers
|
|
// each launch by a few seconds.
|
|
//
|
|
// * Begins writing events to the fleet event log, which can be accessed
|
|
// in the Amazon GameLift console.
|
|
//
|
|
// * Sets the fleet's status to ACTIVE as soon as one server process in the
|
|
// fleet is ready to host a game session.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation CreateFleet for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeConflictException "ConflictException"
|
|
// The requested operation would cause a conflict with the current state of
|
|
// a service resource associated with the request. Resolve the conflict before
|
|
// retrying this request.
|
|
//
|
|
// * ErrCodeLimitExceededException "LimitExceededException"
|
|
// The requested operation would cause the resource to exceed the allowed service
|
|
// limit. Resolve the issue before retrying.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See CreateGameSession for more information on using the CreateGameSession
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the CreateGameSessionRequest method.
|
|
// req, resp := client.CreateGameSessionRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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 the game session properties and
|
|
// other settings you specified.
|
|
//
|
|
// Idempotency tokens. You can add a token that uniquely identifies game session
|
|
// requests. This is useful for ensuring that game session requests are idempotent.
|
|
// Multiple requests with the same idempotency token are processed only once;
|
|
// subsequent requests return the original result. All response values are the
|
|
// same with the exception of game session status, which may change.
|
|
//
|
|
// Resource creation limits. If you are creating a game session on a fleet with
|
|
// a resource creation limit policy in force, then you must specify a creator
|
|
// ID. Without this ID, Amazon GameLift has no way to evaluate the policy for
|
|
// this new game session request.
|
|
//
|
|
// Player acceptance policy. By default, newly created game sessions are open
|
|
// to new players. You can restrict new player access by using UpdateGameSession
|
|
// to change the game session's player session creation policy.
|
|
//
|
|
// Game session logs. Logs are retained for all active game sessions for 14
|
|
// days. To access the logs, call GetGameSessionLogUrl to download the log files.
|
|
//
|
|
// Available in Amazon GameLift Local.
|
|
//
|
|
// Game-session-related operations include:
|
|
//
|
|
// * CreateGameSession
|
|
//
|
|
// * DescribeGameSessions
|
|
//
|
|
// * DescribeGameSessionDetails
|
|
//
|
|
// * SearchGameSessions
|
|
//
|
|
// * UpdateGameSession
|
|
//
|
|
// * GetGameSessionLogUrl
|
|
//
|
|
// * Game session placements
|
|
//
|
|
// StartGameSessionPlacement
|
|
//
|
|
// DescribeGameSessionPlacement
|
|
//
|
|
// StopGameSessionPlacement
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation CreateGameSession for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeConflictException "ConflictException"
|
|
// The requested operation would cause a conflict with the current state of
|
|
// a service resource associated with the request. Resolve the conflict before
|
|
// retrying this request.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
|
|
// The requested operation would cause a conflict with the current state of
|
|
// a resource associated with the request and/or the fleet. Resolve the conflict
|
|
// before retrying.
|
|
//
|
|
// * ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException"
|
|
// The service is unable to resolve the routing for a particular alias because
|
|
// it has a terminal RoutingStrategy associated with it. The message returned
|
|
// in this exception is the message defined in the routing strategy itself.
|
|
// Such requests should only be retried if the routing strategy for the specified
|
|
// alias is modified.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeFleetCapacityExceededException "FleetCapacityExceededException"
|
|
// The specified fleet has no available instances to fulfill a CreateGameSession
|
|
// request. Clients can retry such requests immediately or after a waiting period.
|
|
//
|
|
// * ErrCodeLimitExceededException "LimitExceededException"
|
|
// The requested operation would cause the resource to exceed the allowed service
|
|
// limit. Resolve the issue before retrying.
|
|
//
|
|
// * ErrCodeIdempotentParameterMismatchException "IdempotentParameterMismatchException"
|
|
// A game session with this custom ID string already exists in this fleet. Resolve
|
|
// this conflict before retrying this request.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See CreateGameSessionQueue for more information on using the CreateGameSessionQueue
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the CreateGameSessionQueueRequest method.
|
|
// req, resp := client.CreateGameSessionQueueRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Queue-related operations include:
|
|
//
|
|
// * CreateGameSessionQueue
|
|
//
|
|
// * DescribeGameSessionQueues
|
|
//
|
|
// * UpdateGameSessionQueue
|
|
//
|
|
// * DeleteGameSessionQueue
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation CreateGameSessionQueue for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeLimitExceededException "LimitExceededException"
|
|
// The requested operation would cause the resource to exceed the allowed service
|
|
// limit. Resolve the issue before retrying.
|
|
//
|
|
// 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 opCreateMatchmakingConfiguration = "CreateMatchmakingConfiguration"
|
|
|
|
// CreateMatchmakingConfigurationRequest generates a "aws/request.Request" representing the
|
|
// client's request for the CreateMatchmakingConfiguration operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See CreateMatchmakingConfiguration for more information on using the CreateMatchmakingConfiguration
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the CreateMatchmakingConfigurationRequest method.
|
|
// req, resp := client.CreateMatchmakingConfigurationRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration
|
|
func (c *GameLift) CreateMatchmakingConfigurationRequest(input *CreateMatchmakingConfigurationInput) (req *request.Request, output *CreateMatchmakingConfigurationOutput) {
|
|
op := &request.Operation{
|
|
Name: opCreateMatchmakingConfiguration,
|
|
HTTPMethod: "POST",
|
|
HTTPPath: "/",
|
|
}
|
|
|
|
if input == nil {
|
|
input = &CreateMatchmakingConfigurationInput{}
|
|
}
|
|
|
|
output = &CreateMatchmakingConfigurationOutput{}
|
|
req = c.newRequest(op, input, output)
|
|
return
|
|
}
|
|
|
|
// CreateMatchmakingConfiguration API operation for Amazon GameLift.
|
|
//
|
|
// Defines a new matchmaking configuration for use with FlexMatch. A matchmaking
|
|
// configuration sets out guidelines for matching players and getting the matches
|
|
// into games. You can set up multiple matchmaking configurations to handle
|
|
// the scenarios needed for your game. Each matchmaking request (StartMatchmaking)
|
|
// specifies a configuration for the match and provides player attributes to
|
|
// support the configuration being used.
|
|
//
|
|
// To create a matchmaking configuration, at a minimum you must specify the
|
|
// following: configuration name; a rule set that governs how to evaluate players
|
|
// and find acceptable matches; a game session queue to use when placing a new
|
|
// game session for the match; and the maximum time allowed for a matchmaking
|
|
// attempt.
|
|
//
|
|
// Player acceptance -- In each configuration, you have the option to require
|
|
// that all players accept participation in a proposed match. To enable this
|
|
// feature, set AcceptanceRequired to true and specify a time limit for player
|
|
// acceptance. Players have the option to accept or reject a proposed match,
|
|
// and a match does not move ahead to game session placement unless all matched
|
|
// players accept.
|
|
//
|
|
// Matchmaking status notification -- There are two ways to track the progress
|
|
// of matchmaking tickets: (1) polling ticket status with DescribeMatchmaking;
|
|
// or (2) receiving notifications with Amazon Simple Notification Service (SNS).
|
|
// To use notifications, you first need to set up an SNS topic to receive the
|
|
// notifications, and provide the topic ARN in the matchmaking configuration
|
|
// (see Setting up Notifications for Matchmaking (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html)).
|
|
// Since notifications promise only "best effort" delivery, we recommend calling
|
|
// DescribeMatchmaking if no notifications are received within 30 seconds.
|
|
//
|
|
// Operations related to match configurations and rule sets include:
|
|
//
|
|
// * CreateMatchmakingConfiguration
|
|
//
|
|
// * DescribeMatchmakingConfigurations
|
|
//
|
|
// * UpdateMatchmakingConfiguration
|
|
//
|
|
// * DeleteMatchmakingConfiguration
|
|
//
|
|
// * CreateMatchmakingRuleSet
|
|
//
|
|
// * DescribeMatchmakingRuleSets
|
|
//
|
|
// * ValidateMatchmakingRuleSet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation CreateMatchmakingConfiguration for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeLimitExceededException "LimitExceededException"
|
|
// The requested operation would cause the resource to exceed the allowed service
|
|
// limit. Resolve the issue before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeUnsupportedRegionException "UnsupportedRegionException"
|
|
// The requested operation is not supported in the region specified.
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfiguration
|
|
func (c *GameLift) CreateMatchmakingConfiguration(input *CreateMatchmakingConfigurationInput) (*CreateMatchmakingConfigurationOutput, error) {
|
|
req, out := c.CreateMatchmakingConfigurationRequest(input)
|
|
return out, req.Send()
|
|
}
|
|
|
|
// CreateMatchmakingConfigurationWithContext is the same as CreateMatchmakingConfiguration with the addition of
|
|
// the ability to pass a context and additional request options.
|
|
//
|
|
// See CreateMatchmakingConfiguration for details on how to use this API operation.
|
|
//
|
|
// The context must be non-nil and will be used for request cancellation. If
|
|
// the context is nil a panic will occur. In the future the SDK may create
|
|
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
|
|
// for more information on using Contexts.
|
|
func (c *GameLift) CreateMatchmakingConfigurationWithContext(ctx aws.Context, input *CreateMatchmakingConfigurationInput, opts ...request.Option) (*CreateMatchmakingConfigurationOutput, error) {
|
|
req, out := c.CreateMatchmakingConfigurationRequest(input)
|
|
req.SetContext(ctx)
|
|
req.ApplyOptions(opts...)
|
|
return out, req.Send()
|
|
}
|
|
|
|
const opCreateMatchmakingRuleSet = "CreateMatchmakingRuleSet"
|
|
|
|
// CreateMatchmakingRuleSetRequest generates a "aws/request.Request" representing the
|
|
// client's request for the CreateMatchmakingRuleSet operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See CreateMatchmakingRuleSet for more information on using the CreateMatchmakingRuleSet
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the CreateMatchmakingRuleSetRequest method.
|
|
// req, resp := client.CreateMatchmakingRuleSetRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet
|
|
func (c *GameLift) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleSetInput) (req *request.Request, output *CreateMatchmakingRuleSetOutput) {
|
|
op := &request.Operation{
|
|
Name: opCreateMatchmakingRuleSet,
|
|
HTTPMethod: "POST",
|
|
HTTPPath: "/",
|
|
}
|
|
|
|
if input == nil {
|
|
input = &CreateMatchmakingRuleSetInput{}
|
|
}
|
|
|
|
output = &CreateMatchmakingRuleSetOutput{}
|
|
req = c.newRequest(op, input, output)
|
|
return
|
|
}
|
|
|
|
// CreateMatchmakingRuleSet API operation for Amazon GameLift.
|
|
//
|
|
// Creates a new rule set for FlexMatch matchmaking. A rule set describes the
|
|
// type of match to create, such as the number and size of teams, and sets the
|
|
// parameters for acceptable player matches, such as minimum skill level or
|
|
// character type. Rule sets are used in matchmaking configurations, which define
|
|
// how matchmaking requests are handled. Each MatchmakingConfiguration uses
|
|
// one rule set; you can set up multiple rule sets to handle the scenarios that
|
|
// suit your game (such as for different game modes), and create a separate
|
|
// matchmaking configuration for each rule set. See additional information on
|
|
// rule set content in the MatchmakingRuleSet structure. For help creating rule
|
|
// sets, including useful examples, see the topic Adding FlexMatch to Your
|
|
// Game (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html).
|
|
//
|
|
// Once created, matchmaking rule sets cannot be changed or deleted, so we recommend
|
|
// checking the rule set syntax using ValidateMatchmakingRuleSetbefore creating
|
|
// the rule set.
|
|
//
|
|
// To create a matchmaking rule set, provide the set of rules and a unique name.
|
|
// Rule sets must be defined in the same region as the matchmaking configuration
|
|
// they will be used with. Rule sets cannot be edited or deleted. If you need
|
|
// to change a rule set, create a new one with the necessary edits and then
|
|
// update matchmaking configurations to use the new rule set.
|
|
//
|
|
// Operations related to match configurations and rule sets include:
|
|
//
|
|
// * CreateMatchmakingConfiguration
|
|
//
|
|
// * DescribeMatchmakingConfigurations
|
|
//
|
|
// * UpdateMatchmakingConfiguration
|
|
//
|
|
// * DeleteMatchmakingConfiguration
|
|
//
|
|
// * CreateMatchmakingRuleSet
|
|
//
|
|
// * DescribeMatchmakingRuleSets
|
|
//
|
|
// * ValidateMatchmakingRuleSet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation CreateMatchmakingRuleSet for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeUnsupportedRegionException "UnsupportedRegionException"
|
|
// The requested operation is not supported in the region specified.
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSet
|
|
func (c *GameLift) CreateMatchmakingRuleSet(input *CreateMatchmakingRuleSetInput) (*CreateMatchmakingRuleSetOutput, error) {
|
|
req, out := c.CreateMatchmakingRuleSetRequest(input)
|
|
return out, req.Send()
|
|
}
|
|
|
|
// CreateMatchmakingRuleSetWithContext is the same as CreateMatchmakingRuleSet with the addition of
|
|
// the ability to pass a context and additional request options.
|
|
//
|
|
// See CreateMatchmakingRuleSet for details on how to use this API operation.
|
|
//
|
|
// The context must be non-nil and will be used for request cancellation. If
|
|
// the context is nil a panic will occur. In the future the SDK may create
|
|
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
|
|
// for more information on using Contexts.
|
|
func (c *GameLift) CreateMatchmakingRuleSetWithContext(ctx aws.Context, input *CreateMatchmakingRuleSetInput, opts ...request.Option) (*CreateMatchmakingRuleSetOutput, error) {
|
|
req, out := c.CreateMatchmakingRuleSetRequest(input)
|
|
req.SetContext(ctx)
|
|
req.ApplyOptions(opts...)
|
|
return out, req.Send()
|
|
}
|
|
|
|
const opCreatePlayerSession = "CreatePlayerSession"
|
|
|
|
// CreatePlayerSessionRequest generates a "aws/request.Request" representing the
|
|
// client's request for the CreatePlayerSession operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See CreatePlayerSession for more information on using the CreatePlayerSession
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the CreatePlayerSessionRequest method.
|
|
// req, resp := client.CreatePlayerSessionRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Player-session-related operations include:
|
|
//
|
|
// * CreatePlayerSession
|
|
//
|
|
// * CreatePlayerSessions
|
|
//
|
|
// * DescribePlayerSessions
|
|
//
|
|
// * Game session placements
|
|
//
|
|
// StartGameSessionPlacement
|
|
//
|
|
// DescribeGameSessionPlacement
|
|
//
|
|
// StopGameSessionPlacement
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation CreatePlayerSession for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException"
|
|
// The requested operation would cause a conflict with the current state of
|
|
// a resource associated with the request and/or the game instance. Resolve
|
|
// the conflict before retrying.
|
|
//
|
|
// * ErrCodeGameSessionFullException "GameSessionFullException"
|
|
// The game instance is currently full and cannot allow the requested player(s)
|
|
// to join. Clients can retry such requests immediately or after a waiting period.
|
|
//
|
|
// * ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException"
|
|
// The service is unable to resolve the routing for a particular alias because
|
|
// it has a terminal RoutingStrategy associated with it. The message returned
|
|
// in this exception is the message defined in the routing strategy itself.
|
|
// Such requests should only be retried if the routing strategy for the specified
|
|
// alias is modified.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See CreatePlayerSessions for more information on using the CreatePlayerSessions
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the CreatePlayerSessionsRequest method.
|
|
// req, resp := client.CreatePlayerSessionsRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Player-session-related operations include:
|
|
//
|
|
// * CreatePlayerSession
|
|
//
|
|
// * CreatePlayerSessions
|
|
//
|
|
// * DescribePlayerSessions
|
|
//
|
|
// * Game session placements
|
|
//
|
|
// StartGameSessionPlacement
|
|
//
|
|
// DescribeGameSessionPlacement
|
|
//
|
|
// StopGameSessionPlacement
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation CreatePlayerSessions for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException"
|
|
// The requested operation would cause a conflict with the current state of
|
|
// a resource associated with the request and/or the game instance. Resolve
|
|
// the conflict before retrying.
|
|
//
|
|
// * ErrCodeGameSessionFullException "GameSessionFullException"
|
|
// The game instance is currently full and cannot allow the requested player(s)
|
|
// to join. Clients can retry such requests immediately or after a waiting period.
|
|
//
|
|
// * ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException"
|
|
// The service is unable to resolve the routing for a particular alias because
|
|
// it has a terminal RoutingStrategy associated with it. The message returned
|
|
// in this exception is the message defined in the routing strategy itself.
|
|
// Such requests should only be retried if the routing strategy for the specified
|
|
// alias is modified.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// 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 opCreateVpcPeeringAuthorization = "CreateVpcPeeringAuthorization"
|
|
|
|
// CreateVpcPeeringAuthorizationRequest generates a "aws/request.Request" representing the
|
|
// client's request for the CreateVpcPeeringAuthorization operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See CreateVpcPeeringAuthorization for more information on using the CreateVpcPeeringAuthorization
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the CreateVpcPeeringAuthorizationRequest method.
|
|
// req, resp := client.CreateVpcPeeringAuthorizationRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization
|
|
func (c *GameLift) CreateVpcPeeringAuthorizationRequest(input *CreateVpcPeeringAuthorizationInput) (req *request.Request, output *CreateVpcPeeringAuthorizationOutput) {
|
|
op := &request.Operation{
|
|
Name: opCreateVpcPeeringAuthorization,
|
|
HTTPMethod: "POST",
|
|
HTTPPath: "/",
|
|
}
|
|
|
|
if input == nil {
|
|
input = &CreateVpcPeeringAuthorizationInput{}
|
|
}
|
|
|
|
output = &CreateVpcPeeringAuthorizationOutput{}
|
|
req = c.newRequest(op, input, output)
|
|
return
|
|
}
|
|
|
|
// CreateVpcPeeringAuthorization API operation for Amazon GameLift.
|
|
//
|
|
// Requests authorization to create or delete a peer connection between the
|
|
// VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your
|
|
// AWS account. VPC peering enables the game servers on your fleet to communicate
|
|
// directly with other AWS resources. Once you've received authorization, call
|
|
// CreateVpcPeeringConnection to establish the peering connection. For more
|
|
// information, see VPC Peering with Amazon GameLift Fleets (http://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
|
|
//
|
|
// You can peer with VPCs that are owned by any AWS account you have access
|
|
// to, including the account that you use to manage your Amazon GameLift fleets.
|
|
// You cannot peer with VPCs that are in different regions.
|
|
//
|
|
// To request authorization to create a connection, call this operation from
|
|
// the AWS account with the VPC that you want to peer to your Amazon GameLift
|
|
// fleet. For example, to enable your game servers to retrieve data from a DynamoDB
|
|
// table, use the account that manages that DynamoDB resource. Identify the
|
|
// following values: (1) The ID of the VPC that you want to peer with, and (2)
|
|
// the ID of the AWS account that you use to manage Amazon GameLift. If successful,
|
|
// VPC peering is authorized for the specified VPC.
|
|
//
|
|
// To request authorization to delete a connection, call this operation from
|
|
// the AWS account with the VPC that is peered with your Amazon GameLift fleet.
|
|
// Identify the following values: (1) VPC ID that you want to delete the peering
|
|
// connection for, and (2) ID of the AWS account that you use to manage Amazon
|
|
// GameLift.
|
|
//
|
|
// The authorization remains valid for 24 hours unless it is canceled by a call
|
|
// to DeleteVpcPeeringAuthorization. You must create or delete the peering connection
|
|
// while the authorization is valid.
|
|
//
|
|
// VPC peering connection operations include:
|
|
//
|
|
// * CreateVpcPeeringAuthorization
|
|
//
|
|
// * DescribeVpcPeeringAuthorizations
|
|
//
|
|
// * DeleteVpcPeeringAuthorization
|
|
//
|
|
// * CreateVpcPeeringConnection
|
|
//
|
|
// * DescribeVpcPeeringConnections
|
|
//
|
|
// * DeleteVpcPeeringConnection
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation CreateVpcPeeringAuthorization for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorization
|
|
func (c *GameLift) CreateVpcPeeringAuthorization(input *CreateVpcPeeringAuthorizationInput) (*CreateVpcPeeringAuthorizationOutput, error) {
|
|
req, out := c.CreateVpcPeeringAuthorizationRequest(input)
|
|
return out, req.Send()
|
|
}
|
|
|
|
// CreateVpcPeeringAuthorizationWithContext is the same as CreateVpcPeeringAuthorization with the addition of
|
|
// the ability to pass a context and additional request options.
|
|
//
|
|
// See CreateVpcPeeringAuthorization for details on how to use this API operation.
|
|
//
|
|
// The context must be non-nil and will be used for request cancellation. If
|
|
// the context is nil a panic will occur. In the future the SDK may create
|
|
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
|
|
// for more information on using Contexts.
|
|
func (c *GameLift) CreateVpcPeeringAuthorizationWithContext(ctx aws.Context, input *CreateVpcPeeringAuthorizationInput, opts ...request.Option) (*CreateVpcPeeringAuthorizationOutput, error) {
|
|
req, out := c.CreateVpcPeeringAuthorizationRequest(input)
|
|
req.SetContext(ctx)
|
|
req.ApplyOptions(opts...)
|
|
return out, req.Send()
|
|
}
|
|
|
|
const opCreateVpcPeeringConnection = "CreateVpcPeeringConnection"
|
|
|
|
// CreateVpcPeeringConnectionRequest generates a "aws/request.Request" representing the
|
|
// client's request for the CreateVpcPeeringConnection operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See CreateVpcPeeringConnection for more information on using the CreateVpcPeeringConnection
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the CreateVpcPeeringConnectionRequest method.
|
|
// req, resp := client.CreateVpcPeeringConnectionRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection
|
|
func (c *GameLift) CreateVpcPeeringConnectionRequest(input *CreateVpcPeeringConnectionInput) (req *request.Request, output *CreateVpcPeeringConnectionOutput) {
|
|
op := &request.Operation{
|
|
Name: opCreateVpcPeeringConnection,
|
|
HTTPMethod: "POST",
|
|
HTTPPath: "/",
|
|
}
|
|
|
|
if input == nil {
|
|
input = &CreateVpcPeeringConnectionInput{}
|
|
}
|
|
|
|
output = &CreateVpcPeeringConnectionOutput{}
|
|
req = c.newRequest(op, input, output)
|
|
return
|
|
}
|
|
|
|
// CreateVpcPeeringConnection API operation for Amazon GameLift.
|
|
//
|
|
// Establishes a VPC peering connection between a virtual private cloud (VPC)
|
|
// in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering
|
|
// enables the game servers on your fleet to communicate directly with other
|
|
// AWS resources. You can peer with VPCs in any AWS account that you have access
|
|
// to, including the account that you use to manage your Amazon GameLift fleets.
|
|
// You cannot peer with VPCs that are in different regions. For more information,
|
|
// see VPC Peering with Amazon GameLift Fleets (http://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html).
|
|
//
|
|
// Before calling this operation to establish the peering connection, you first
|
|
// need to call CreateVpcPeeringAuthorization and identify the VPC you want
|
|
// to peer with. Once the authorization for the specified VPC is issued, you
|
|
// have 24 hours to establish the connection. These two operations handle all
|
|
// tasks necessary to peer the two VPCs, including acceptance, updating routing
|
|
// tables, etc.
|
|
//
|
|
// To establish the connection, call this operation from the AWS account that
|
|
// is used to manage the Amazon GameLift fleets. Identify the following values:
|
|
// (1) The ID of the fleet you want to be enable a VPC peering connection for;
|
|
// (2) The AWS account with the VPC that you want to peer with; and (3) The
|
|
// ID of the VPC you want to peer with. This operation is asynchronous. If successful,
|
|
// a VpcPeeringConnection request is created. You can use continuous polling
|
|
// to track the request's status using DescribeVpcPeeringConnections, or by
|
|
// monitoring fleet events for success or failure using DescribeFleetEvents.
|
|
//
|
|
// VPC peering connection operations include:
|
|
//
|
|
// * CreateVpcPeeringAuthorization
|
|
//
|
|
// * DescribeVpcPeeringAuthorizations
|
|
//
|
|
// * DeleteVpcPeeringAuthorization
|
|
//
|
|
// * CreateVpcPeeringConnection
|
|
//
|
|
// * DescribeVpcPeeringConnections
|
|
//
|
|
// * DeleteVpcPeeringConnection
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation CreateVpcPeeringConnection for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnection
|
|
func (c *GameLift) CreateVpcPeeringConnection(input *CreateVpcPeeringConnectionInput) (*CreateVpcPeeringConnectionOutput, error) {
|
|
req, out := c.CreateVpcPeeringConnectionRequest(input)
|
|
return out, req.Send()
|
|
}
|
|
|
|
// CreateVpcPeeringConnectionWithContext is the same as CreateVpcPeeringConnection with the addition of
|
|
// the ability to pass a context and additional request options.
|
|
//
|
|
// See CreateVpcPeeringConnection for details on how to use this API operation.
|
|
//
|
|
// The context must be non-nil and will be used for request cancellation. If
|
|
// the context is nil a panic will occur. In the future the SDK may create
|
|
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
|
|
// for more information on using Contexts.
|
|
func (c *GameLift) CreateVpcPeeringConnectionWithContext(ctx aws.Context, input *CreateVpcPeeringConnectionInput, opts ...request.Option) (*CreateVpcPeeringConnectionOutput, error) {
|
|
req, out := c.CreateVpcPeeringConnectionRequest(input)
|
|
req.SetContext(ctx)
|
|
req.ApplyOptions(opts...)
|
|
return out, req.Send()
|
|
}
|
|
|
|
const opDeleteAlias = "DeleteAlias"
|
|
|
|
// DeleteAliasRequest generates a "aws/request.Request" representing the
|
|
// client's request for the DeleteAlias operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DeleteAlias for more information on using the DeleteAlias
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DeleteAliasRequest method.
|
|
// req, resp := client.DeleteAliasRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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 an alias. This action removes all record of the alias. Game clients
|
|
// attempting to access a server process using the deleted alias receive an
|
|
// error. To delete an alias, specify the alias ID to be deleted.
|
|
//
|
|
// Alias-related operations include:
|
|
//
|
|
// * CreateAlias
|
|
//
|
|
// * ListAliases
|
|
//
|
|
// * DescribeAlias
|
|
//
|
|
// * UpdateAlias
|
|
//
|
|
// * DeleteAlias
|
|
//
|
|
// * ResolveAlias
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DeleteAlias for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DeleteBuild for more information on using the DeleteBuild
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DeleteBuildRequest method.
|
|
// req, resp := client.DeleteBuildRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Build-related operations include:
|
|
//
|
|
// * CreateBuild
|
|
//
|
|
// * ListBuilds
|
|
//
|
|
// * DescribeBuild
|
|
//
|
|
// * UpdateBuild
|
|
//
|
|
// * DeleteBuild
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DeleteBuild for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DeleteFleet for more information on using the DeleteFleet
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DeleteFleetRequest method.
|
|
// req, resp := client.DeleteFleetRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DeleteFleet for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
|
|
// The requested operation would cause a conflict with the current state of
|
|
// a resource associated with the request and/or the fleet. Resolve the conflict
|
|
// before retrying.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DeleteGameSessionQueue for more information on using the DeleteGameSessionQueue
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DeleteGameSessionQueueRequest method.
|
|
// req, resp := client.DeleteGameSessionQueueRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Queue-related operations include:
|
|
//
|
|
// * CreateGameSessionQueue
|
|
//
|
|
// * DescribeGameSessionQueues
|
|
//
|
|
// * UpdateGameSessionQueue
|
|
//
|
|
// * DeleteGameSessionQueue
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DeleteGameSessionQueue for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// 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 opDeleteMatchmakingConfiguration = "DeleteMatchmakingConfiguration"
|
|
|
|
// DeleteMatchmakingConfigurationRequest generates a "aws/request.Request" representing the
|
|
// client's request for the DeleteMatchmakingConfiguration operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DeleteMatchmakingConfiguration for more information on using the DeleteMatchmakingConfiguration
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DeleteMatchmakingConfigurationRequest method.
|
|
// req, resp := client.DeleteMatchmakingConfigurationRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration
|
|
func (c *GameLift) DeleteMatchmakingConfigurationRequest(input *DeleteMatchmakingConfigurationInput) (req *request.Request, output *DeleteMatchmakingConfigurationOutput) {
|
|
op := &request.Operation{
|
|
Name: opDeleteMatchmakingConfiguration,
|
|
HTTPMethod: "POST",
|
|
HTTPPath: "/",
|
|
}
|
|
|
|
if input == nil {
|
|
input = &DeleteMatchmakingConfigurationInput{}
|
|
}
|
|
|
|
output = &DeleteMatchmakingConfigurationOutput{}
|
|
req = c.newRequest(op, input, output)
|
|
return
|
|
}
|
|
|
|
// DeleteMatchmakingConfiguration API operation for Amazon GameLift.
|
|
//
|
|
// Permanently removes a FlexMatch matchmaking configuration. To delete, specify
|
|
// the configuration name. A matchmaking configuration cannot be deleted if
|
|
// it is being used in any active matchmaking tickets.
|
|
//
|
|
// Operations related to match configurations and rule sets include:
|
|
//
|
|
// * CreateMatchmakingConfiguration
|
|
//
|
|
// * DescribeMatchmakingConfigurations
|
|
//
|
|
// * UpdateMatchmakingConfiguration
|
|
//
|
|
// * DeleteMatchmakingConfiguration
|
|
//
|
|
// * CreateMatchmakingRuleSet
|
|
//
|
|
// * DescribeMatchmakingRuleSets
|
|
//
|
|
// * ValidateMatchmakingRuleSet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DeleteMatchmakingConfiguration for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeUnsupportedRegionException "UnsupportedRegionException"
|
|
// The requested operation is not supported in the region specified.
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfiguration
|
|
func (c *GameLift) DeleteMatchmakingConfiguration(input *DeleteMatchmakingConfigurationInput) (*DeleteMatchmakingConfigurationOutput, error) {
|
|
req, out := c.DeleteMatchmakingConfigurationRequest(input)
|
|
return out, req.Send()
|
|
}
|
|
|
|
// DeleteMatchmakingConfigurationWithContext is the same as DeleteMatchmakingConfiguration with the addition of
|
|
// the ability to pass a context and additional request options.
|
|
//
|
|
// See DeleteMatchmakingConfiguration for details on how to use this API operation.
|
|
//
|
|
// The context must be non-nil and will be used for request cancellation. If
|
|
// the context is nil a panic will occur. In the future the SDK may create
|
|
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
|
|
// for more information on using Contexts.
|
|
func (c *GameLift) DeleteMatchmakingConfigurationWithContext(ctx aws.Context, input *DeleteMatchmakingConfigurationInput, opts ...request.Option) (*DeleteMatchmakingConfigurationOutput, error) {
|
|
req, out := c.DeleteMatchmakingConfigurationRequest(input)
|
|
req.SetContext(ctx)
|
|
req.ApplyOptions(opts...)
|
|
return out, req.Send()
|
|
}
|
|
|
|
const opDeleteScalingPolicy = "DeleteScalingPolicy"
|
|
|
|
// DeleteScalingPolicyRequest generates a "aws/request.Request" representing the
|
|
// client's request for the DeleteScalingPolicy operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DeleteScalingPolicy for more information on using the DeleteScalingPolicy
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DeleteScalingPolicyRequest method.
|
|
// req, resp := client.DeleteScalingPolicyRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DeleteScalingPolicy for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// 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 opDeleteVpcPeeringAuthorization = "DeleteVpcPeeringAuthorization"
|
|
|
|
// DeleteVpcPeeringAuthorizationRequest generates a "aws/request.Request" representing the
|
|
// client's request for the DeleteVpcPeeringAuthorization operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DeleteVpcPeeringAuthorization for more information on using the DeleteVpcPeeringAuthorization
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DeleteVpcPeeringAuthorizationRequest method.
|
|
// req, resp := client.DeleteVpcPeeringAuthorizationRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization
|
|
func (c *GameLift) DeleteVpcPeeringAuthorizationRequest(input *DeleteVpcPeeringAuthorizationInput) (req *request.Request, output *DeleteVpcPeeringAuthorizationOutput) {
|
|
op := &request.Operation{
|
|
Name: opDeleteVpcPeeringAuthorization,
|
|
HTTPMethod: "POST",
|
|
HTTPPath: "/",
|
|
}
|
|
|
|
if input == nil {
|
|
input = &DeleteVpcPeeringAuthorizationInput{}
|
|
}
|
|
|
|
output = &DeleteVpcPeeringAuthorizationOutput{}
|
|
req = c.newRequest(op, input, output)
|
|
return
|
|
}
|
|
|
|
// DeleteVpcPeeringAuthorization API operation for Amazon GameLift.
|
|
//
|
|
// Cancels a pending VPC peering authorization for the specified VPC. If the
|
|
// authorization has already been used to create a peering connection, call
|
|
// DeleteVpcPeeringConnection to remove the connection.
|
|
//
|
|
// VPC peering connection operations include:
|
|
//
|
|
// * CreateVpcPeeringAuthorization
|
|
//
|
|
// * DescribeVpcPeeringAuthorizations
|
|
//
|
|
// * DeleteVpcPeeringAuthorization
|
|
//
|
|
// * CreateVpcPeeringConnection
|
|
//
|
|
// * DescribeVpcPeeringConnections
|
|
//
|
|
// * DeleteVpcPeeringConnection
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DeleteVpcPeeringAuthorization for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorization
|
|
func (c *GameLift) DeleteVpcPeeringAuthorization(input *DeleteVpcPeeringAuthorizationInput) (*DeleteVpcPeeringAuthorizationOutput, error) {
|
|
req, out := c.DeleteVpcPeeringAuthorizationRequest(input)
|
|
return out, req.Send()
|
|
}
|
|
|
|
// DeleteVpcPeeringAuthorizationWithContext is the same as DeleteVpcPeeringAuthorization with the addition of
|
|
// the ability to pass a context and additional request options.
|
|
//
|
|
// See DeleteVpcPeeringAuthorization for details on how to use this API operation.
|
|
//
|
|
// The context must be non-nil and will be used for request cancellation. If
|
|
// the context is nil a panic will occur. In the future the SDK may create
|
|
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
|
|
// for more information on using Contexts.
|
|
func (c *GameLift) DeleteVpcPeeringAuthorizationWithContext(ctx aws.Context, input *DeleteVpcPeeringAuthorizationInput, opts ...request.Option) (*DeleteVpcPeeringAuthorizationOutput, error) {
|
|
req, out := c.DeleteVpcPeeringAuthorizationRequest(input)
|
|
req.SetContext(ctx)
|
|
req.ApplyOptions(opts...)
|
|
return out, req.Send()
|
|
}
|
|
|
|
const opDeleteVpcPeeringConnection = "DeleteVpcPeeringConnection"
|
|
|
|
// DeleteVpcPeeringConnectionRequest generates a "aws/request.Request" representing the
|
|
// client's request for the DeleteVpcPeeringConnection operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DeleteVpcPeeringConnection for more information on using the DeleteVpcPeeringConnection
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DeleteVpcPeeringConnectionRequest method.
|
|
// req, resp := client.DeleteVpcPeeringConnectionRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection
|
|
func (c *GameLift) DeleteVpcPeeringConnectionRequest(input *DeleteVpcPeeringConnectionInput) (req *request.Request, output *DeleteVpcPeeringConnectionOutput) {
|
|
op := &request.Operation{
|
|
Name: opDeleteVpcPeeringConnection,
|
|
HTTPMethod: "POST",
|
|
HTTPPath: "/",
|
|
}
|
|
|
|
if input == nil {
|
|
input = &DeleteVpcPeeringConnectionInput{}
|
|
}
|
|
|
|
output = &DeleteVpcPeeringConnectionOutput{}
|
|
req = c.newRequest(op, input, output)
|
|
return
|
|
}
|
|
|
|
// DeleteVpcPeeringConnection API operation for Amazon GameLift.
|
|
//
|
|
// Removes a VPC peering connection. To delete the connection, you must have
|
|
// a valid authorization for the VPC peering connection that you want to delete.
|
|
// You can check for an authorization by calling DescribeVpcPeeringAuthorizations
|
|
// or request a new one using CreateVpcPeeringAuthorization.
|
|
//
|
|
// Once a valid authorization exists, call this operation from the AWS account
|
|
// that is used to manage the Amazon GameLift fleets. Identify the connection
|
|
// to delete by the connection ID and fleet ID. If successful, the connection
|
|
// is removed.
|
|
//
|
|
// VPC peering connection operations include:
|
|
//
|
|
// * CreateVpcPeeringAuthorization
|
|
//
|
|
// * DescribeVpcPeeringAuthorizations
|
|
//
|
|
// * DeleteVpcPeeringAuthorization
|
|
//
|
|
// * CreateVpcPeeringConnection
|
|
//
|
|
// * DescribeVpcPeeringConnections
|
|
//
|
|
// * DeleteVpcPeeringConnection
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DeleteVpcPeeringConnection for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnection
|
|
func (c *GameLift) DeleteVpcPeeringConnection(input *DeleteVpcPeeringConnectionInput) (*DeleteVpcPeeringConnectionOutput, error) {
|
|
req, out := c.DeleteVpcPeeringConnectionRequest(input)
|
|
return out, req.Send()
|
|
}
|
|
|
|
// DeleteVpcPeeringConnectionWithContext is the same as DeleteVpcPeeringConnection with the addition of
|
|
// the ability to pass a context and additional request options.
|
|
//
|
|
// See DeleteVpcPeeringConnection for details on how to use this API operation.
|
|
//
|
|
// The context must be non-nil and will be used for request cancellation. If
|
|
// the context is nil a panic will occur. In the future the SDK may create
|
|
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
|
|
// for more information on using Contexts.
|
|
func (c *GameLift) DeleteVpcPeeringConnectionWithContext(ctx aws.Context, input *DeleteVpcPeeringConnectionInput, opts ...request.Option) (*DeleteVpcPeeringConnectionOutput, error) {
|
|
req, out := c.DeleteVpcPeeringConnectionRequest(input)
|
|
req.SetContext(ctx)
|
|
req.ApplyOptions(opts...)
|
|
return out, req.Send()
|
|
}
|
|
|
|
const opDescribeAlias = "DescribeAlias"
|
|
|
|
// DescribeAliasRequest generates a "aws/request.Request" representing the
|
|
// client's request for the DescribeAlias operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeAlias for more information on using the DescribeAlias
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeAliasRequest method.
|
|
// req, resp := client.DescribeAliasRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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 an alias. This operation returns all alias metadata
|
|
// and settings. To get an alias's target fleet ID only, use ResolveAlias.
|
|
//
|
|
// To get alias properties, specify the alias ID. If successful, the requested
|
|
// alias record is returned.
|
|
//
|
|
// Alias-related operations include:
|
|
//
|
|
// * CreateAlias
|
|
//
|
|
// * ListAliases
|
|
//
|
|
// * DescribeAlias
|
|
//
|
|
// * UpdateAlias
|
|
//
|
|
// * DeleteAlias
|
|
//
|
|
// * ResolveAlias
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeAlias for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeBuild for more information on using the DescribeBuild
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeBuildRequest method.
|
|
// req, resp := client.DescribeBuildRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Build-related operations include:
|
|
//
|
|
// * CreateBuild
|
|
//
|
|
// * ListBuilds
|
|
//
|
|
// * DescribeBuild
|
|
//
|
|
// * UpdateBuild
|
|
//
|
|
// * DeleteBuild
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeBuild for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeEC2InstanceLimits for more information on using the DescribeEC2InstanceLimits
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeEC2InstanceLimitsRequest method.
|
|
// req, resp := client.DescribeEC2InstanceLimitsRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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).
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeEC2InstanceLimits for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeFleetAttributes for more information on using the DescribeFleetAttributes
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeFleetAttributesRequest method.
|
|
// req, resp := client.DescribeFleetAttributesRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeFleetAttributes for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeFleetCapacity for more information on using the DescribeFleetCapacity
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeFleetCapacityRequest method.
|
|
// req, resp := client.DescribeFleetCapacityRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeFleetCapacity for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeFleetEvents for more information on using the DescribeFleetEvents
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeFleetEventsRequest method.
|
|
// req, resp := client.DescribeFleetEventsRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeFleetEvents for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeFleetPortSettings for more information on using the DescribeFleetPortSettings
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeFleetPortSettingsRequest method.
|
|
// req, resp := client.DescribeFleetPortSettingsRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeFleetPortSettings for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeFleetUtilization for more information on using the DescribeFleetUtilization
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeFleetUtilizationRequest method.
|
|
// req, resp := client.DescribeFleetUtilizationRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeFleetUtilization for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeGameSessionDetails for more information on using the DescribeGameSessionDetails
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeGameSessionDetailsRequest method.
|
|
// req, resp := client.DescribeGameSessionDetailsRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Game-session-related operations include:
|
|
//
|
|
// * CreateGameSession
|
|
//
|
|
// * DescribeGameSessions
|
|
//
|
|
// * DescribeGameSessionDetails
|
|
//
|
|
// * SearchGameSessions
|
|
//
|
|
// * UpdateGameSession
|
|
//
|
|
// * GetGameSessionLogUrl
|
|
//
|
|
// * Game session placements
|
|
//
|
|
// StartGameSessionPlacement
|
|
//
|
|
// DescribeGameSessionPlacement
|
|
//
|
|
// StopGameSessionPlacement
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeGameSessionDetails for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException"
|
|
// The service is unable to resolve the routing for a particular alias because
|
|
// it has a terminal RoutingStrategy associated with it. The message returned
|
|
// in this exception is the message defined in the routing strategy itself.
|
|
// Such requests should only be retried if the routing strategy for the specified
|
|
// alias is modified.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeGameSessionPlacement for more information on using the DescribeGameSessionPlacement
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeGameSessionPlacementRequest method.
|
|
// req, resp := client.DescribeGameSessionPlacementRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Game-session-related operations include:
|
|
//
|
|
// * CreateGameSession
|
|
//
|
|
// * DescribeGameSessions
|
|
//
|
|
// * DescribeGameSessionDetails
|
|
//
|
|
// * SearchGameSessions
|
|
//
|
|
// * UpdateGameSession
|
|
//
|
|
// * GetGameSessionLogUrl
|
|
//
|
|
// * Game session placements
|
|
//
|
|
// StartGameSessionPlacement
|
|
//
|
|
// DescribeGameSessionPlacement
|
|
//
|
|
// StopGameSessionPlacement
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeGameSessionPlacement for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeGameSessionQueues for more information on using the DescribeGameSessionQueues
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeGameSessionQueuesRequest method.
|
|
// req, resp := client.DescribeGameSessionQueuesRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Queue-related operations include:
|
|
//
|
|
// * CreateGameSessionQueue
|
|
//
|
|
// * DescribeGameSessionQueues
|
|
//
|
|
// * UpdateGameSessionQueue
|
|
//
|
|
// * DeleteGameSessionQueue
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeGameSessionQueues for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeGameSessions for more information on using the DescribeGameSessions
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeGameSessionsRequest method.
|
|
// req, resp := client.DescribeGameSessionsRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Game-session-related operations include:
|
|
//
|
|
// * CreateGameSession
|
|
//
|
|
// * DescribeGameSessions
|
|
//
|
|
// * DescribeGameSessionDetails
|
|
//
|
|
// * SearchGameSessions
|
|
//
|
|
// * UpdateGameSession
|
|
//
|
|
// * GetGameSessionLogUrl
|
|
//
|
|
// * Game session placements
|
|
//
|
|
// StartGameSessionPlacement
|
|
//
|
|
// DescribeGameSessionPlacement
|
|
//
|
|
// StopGameSessionPlacement
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeGameSessions for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException"
|
|
// The service is unable to resolve the routing for a particular alias because
|
|
// it has a terminal RoutingStrategy associated with it. The message returned
|
|
// in this exception is the message defined in the routing strategy itself.
|
|
// Such requests should only be retried if the routing strategy for the specified
|
|
// alias is modified.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeInstances for more information on using the DescribeInstances
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeInstancesRequest method.
|
|
// req, resp := client.DescribeInstancesRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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 opDescribeMatchmaking = "DescribeMatchmaking"
|
|
|
|
// DescribeMatchmakingRequest generates a "aws/request.Request" representing the
|
|
// client's request for the DescribeMatchmaking operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeMatchmaking for more information on using the DescribeMatchmaking
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeMatchmakingRequest method.
|
|
// req, resp := client.DescribeMatchmakingRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking
|
|
func (c *GameLift) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) (req *request.Request, output *DescribeMatchmakingOutput) {
|
|
op := &request.Operation{
|
|
Name: opDescribeMatchmaking,
|
|
HTTPMethod: "POST",
|
|
HTTPPath: "/",
|
|
}
|
|
|
|
if input == nil {
|
|
input = &DescribeMatchmakingInput{}
|
|
}
|
|
|
|
output = &DescribeMatchmakingOutput{}
|
|
req = c.newRequest(op, input, output)
|
|
return
|
|
}
|
|
|
|
// DescribeMatchmaking API operation for Amazon GameLift.
|
|
//
|
|
// Retrieves a set of one or more matchmaking tickets. Use this operation to
|
|
// retrieve ticket information, including status and--once a successful match
|
|
// is made--acquire connection information for the resulting new game session.
|
|
//
|
|
// You can use this operation to track the progress of matchmaking requests
|
|
// (through polling) as an alternative to using event notifications. See more
|
|
// details on tracking matchmaking requests through polling or notifications
|
|
// in StartMatchmaking.
|
|
//
|
|
// You can request data for a one or a list of ticket IDs. If the request is
|
|
// successful, a ticket object is returned for each requested ID. When specifying
|
|
// a list of ticket IDs, objects are returned only for tickets that currently
|
|
// exist.
|
|
//
|
|
// Matchmaking-related operations include:
|
|
//
|
|
// * StartMatchmaking
|
|
//
|
|
// * DescribeMatchmaking
|
|
//
|
|
// * StopMatchmaking
|
|
//
|
|
// * AcceptMatch
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeMatchmaking for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeUnsupportedRegionException "UnsupportedRegionException"
|
|
// The requested operation is not supported in the region specified.
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking
|
|
func (c *GameLift) DescribeMatchmaking(input *DescribeMatchmakingInput) (*DescribeMatchmakingOutput, error) {
|
|
req, out := c.DescribeMatchmakingRequest(input)
|
|
return out, req.Send()
|
|
}
|
|
|
|
// DescribeMatchmakingWithContext is the same as DescribeMatchmaking with the addition of
|
|
// the ability to pass a context and additional request options.
|
|
//
|
|
// See DescribeMatchmaking for details on how to use this API operation.
|
|
//
|
|
// The context must be non-nil and will be used for request cancellation. If
|
|
// the context is nil a panic will occur. In the future the SDK may create
|
|
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
|
|
// for more information on using Contexts.
|
|
func (c *GameLift) DescribeMatchmakingWithContext(ctx aws.Context, input *DescribeMatchmakingInput, opts ...request.Option) (*DescribeMatchmakingOutput, error) {
|
|
req, out := c.DescribeMatchmakingRequest(input)
|
|
req.SetContext(ctx)
|
|
req.ApplyOptions(opts...)
|
|
return out, req.Send()
|
|
}
|
|
|
|
const opDescribeMatchmakingConfigurations = "DescribeMatchmakingConfigurations"
|
|
|
|
// DescribeMatchmakingConfigurationsRequest generates a "aws/request.Request" representing the
|
|
// client's request for the DescribeMatchmakingConfigurations operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeMatchmakingConfigurations for more information on using the DescribeMatchmakingConfigurations
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeMatchmakingConfigurationsRequest method.
|
|
// req, resp := client.DescribeMatchmakingConfigurationsRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations
|
|
func (c *GameLift) DescribeMatchmakingConfigurationsRequest(input *DescribeMatchmakingConfigurationsInput) (req *request.Request, output *DescribeMatchmakingConfigurationsOutput) {
|
|
op := &request.Operation{
|
|
Name: opDescribeMatchmakingConfigurations,
|
|
HTTPMethod: "POST",
|
|
HTTPPath: "/",
|
|
}
|
|
|
|
if input == nil {
|
|
input = &DescribeMatchmakingConfigurationsInput{}
|
|
}
|
|
|
|
output = &DescribeMatchmakingConfigurationsOutput{}
|
|
req = c.newRequest(op, input, output)
|
|
return
|
|
}
|
|
|
|
// DescribeMatchmakingConfigurations API operation for Amazon GameLift.
|
|
//
|
|
// Retrieves the details of FlexMatch matchmaking configurations. with this
|
|
// operation, you have the following options: (1) retrieve all existing configurations,
|
|
// (2) provide the names of one or more configurations to retrieve, or (3) retrieve
|
|
// all configurations that use a specified rule set name. When requesting multiple
|
|
// items, use the pagination parameters to retrieve results as a set of sequential
|
|
// pages. If successful, a configuration is returned for each requested name.
|
|
// When specifying a list of names, only configurations that currently exist
|
|
// are returned.
|
|
//
|
|
// Operations related to match configurations and rule sets include:
|
|
//
|
|
// * CreateMatchmakingConfiguration
|
|
//
|
|
// * DescribeMatchmakingConfigurations
|
|
//
|
|
// * UpdateMatchmakingConfiguration
|
|
//
|
|
// * DeleteMatchmakingConfiguration
|
|
//
|
|
// * CreateMatchmakingRuleSet
|
|
//
|
|
// * DescribeMatchmakingRuleSets
|
|
//
|
|
// * ValidateMatchmakingRuleSet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeMatchmakingConfigurations for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeUnsupportedRegionException "UnsupportedRegionException"
|
|
// The requested operation is not supported in the region specified.
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations
|
|
func (c *GameLift) DescribeMatchmakingConfigurations(input *DescribeMatchmakingConfigurationsInput) (*DescribeMatchmakingConfigurationsOutput, error) {
|
|
req, out := c.DescribeMatchmakingConfigurationsRequest(input)
|
|
return out, req.Send()
|
|
}
|
|
|
|
// DescribeMatchmakingConfigurationsWithContext is the same as DescribeMatchmakingConfigurations with the addition of
|
|
// the ability to pass a context and additional request options.
|
|
//
|
|
// See DescribeMatchmakingConfigurations for details on how to use this API operation.
|
|
//
|
|
// The context must be non-nil and will be used for request cancellation. If
|
|
// the context is nil a panic will occur. In the future the SDK may create
|
|
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
|
|
// for more information on using Contexts.
|
|
func (c *GameLift) DescribeMatchmakingConfigurationsWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, opts ...request.Option) (*DescribeMatchmakingConfigurationsOutput, error) {
|
|
req, out := c.DescribeMatchmakingConfigurationsRequest(input)
|
|
req.SetContext(ctx)
|
|
req.ApplyOptions(opts...)
|
|
return out, req.Send()
|
|
}
|
|
|
|
const opDescribeMatchmakingRuleSets = "DescribeMatchmakingRuleSets"
|
|
|
|
// DescribeMatchmakingRuleSetsRequest generates a "aws/request.Request" representing the
|
|
// client's request for the DescribeMatchmakingRuleSets operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeMatchmakingRuleSets for more information on using the DescribeMatchmakingRuleSets
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeMatchmakingRuleSetsRequest method.
|
|
// req, resp := client.DescribeMatchmakingRuleSetsRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets
|
|
func (c *GameLift) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmakingRuleSetsInput) (req *request.Request, output *DescribeMatchmakingRuleSetsOutput) {
|
|
op := &request.Operation{
|
|
Name: opDescribeMatchmakingRuleSets,
|
|
HTTPMethod: "POST",
|
|
HTTPPath: "/",
|
|
}
|
|
|
|
if input == nil {
|
|
input = &DescribeMatchmakingRuleSetsInput{}
|
|
}
|
|
|
|
output = &DescribeMatchmakingRuleSetsOutput{}
|
|
req = c.newRequest(op, input, output)
|
|
return
|
|
}
|
|
|
|
// DescribeMatchmakingRuleSets API operation for Amazon GameLift.
|
|
//
|
|
// Retrieves the details for FlexMatch matchmaking rule sets. You can request
|
|
// all existing rule sets for the region, or provide a list of one or more rule
|
|
// set names. When requesting multiple items, use the pagination parameters
|
|
// to retrieve results as a set of sequential pages. If successful, a rule set
|
|
// is returned for each requested name.
|
|
//
|
|
// Operations related to match configurations and rule sets include:
|
|
//
|
|
// * CreateMatchmakingConfiguration
|
|
//
|
|
// * DescribeMatchmakingConfigurations
|
|
//
|
|
// * UpdateMatchmakingConfiguration
|
|
//
|
|
// * DeleteMatchmakingConfiguration
|
|
//
|
|
// * CreateMatchmakingRuleSet
|
|
//
|
|
// * DescribeMatchmakingRuleSets
|
|
//
|
|
// * ValidateMatchmakingRuleSet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeMatchmakingRuleSets for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeUnsupportedRegionException "UnsupportedRegionException"
|
|
// The requested operation is not supported in the region specified.
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets
|
|
func (c *GameLift) DescribeMatchmakingRuleSets(input *DescribeMatchmakingRuleSetsInput) (*DescribeMatchmakingRuleSetsOutput, error) {
|
|
req, out := c.DescribeMatchmakingRuleSetsRequest(input)
|
|
return out, req.Send()
|
|
}
|
|
|
|
// DescribeMatchmakingRuleSetsWithContext is the same as DescribeMatchmakingRuleSets with the addition of
|
|
// the ability to pass a context and additional request options.
|
|
//
|
|
// See DescribeMatchmakingRuleSets for details on how to use this API operation.
|
|
//
|
|
// The context must be non-nil and will be used for request cancellation. If
|
|
// the context is nil a panic will occur. In the future the SDK may create
|
|
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
|
|
// for more information on using Contexts.
|
|
func (c *GameLift) DescribeMatchmakingRuleSetsWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, opts ...request.Option) (*DescribeMatchmakingRuleSetsOutput, error) {
|
|
req, out := c.DescribeMatchmakingRuleSetsRequest(input)
|
|
req.SetContext(ctx)
|
|
req.ApplyOptions(opts...)
|
|
return out, req.Send()
|
|
}
|
|
|
|
const opDescribePlayerSessions = "DescribePlayerSessions"
|
|
|
|
// DescribePlayerSessionsRequest generates a "aws/request.Request" representing the
|
|
// client's request for the DescribePlayerSessions operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribePlayerSessions for more information on using the DescribePlayerSessions
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribePlayerSessionsRequest method.
|
|
// req, resp := client.DescribePlayerSessionsRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Player-session-related operations include:
|
|
//
|
|
// * CreatePlayerSession
|
|
//
|
|
// * CreatePlayerSessions
|
|
//
|
|
// * DescribePlayerSessions
|
|
//
|
|
// * Game session placements
|
|
//
|
|
// StartGameSessionPlacement
|
|
//
|
|
// DescribeGameSessionPlacement
|
|
//
|
|
// StopGameSessionPlacement
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribePlayerSessions for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeRuntimeConfiguration for more information on using the DescribeRuntimeConfiguration
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeRuntimeConfigurationRequest method.
|
|
// req, resp := client.DescribeRuntimeConfigurationRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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 run-time configuration for the specified fleet. The
|
|
// run-time configuration tells Amazon GameLift how to launch server processes
|
|
// on instances in the fleet.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeRuntimeConfiguration for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeScalingPolicies for more information on using the DescribeScalingPolicies
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeScalingPoliciesRequest method.
|
|
// req, resp := client.DescribeScalingPoliciesRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeScalingPolicies for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// 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 opDescribeVpcPeeringAuthorizations = "DescribeVpcPeeringAuthorizations"
|
|
|
|
// DescribeVpcPeeringAuthorizationsRequest generates a "aws/request.Request" representing the
|
|
// client's request for the DescribeVpcPeeringAuthorizations operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeVpcPeeringAuthorizations for more information on using the DescribeVpcPeeringAuthorizations
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeVpcPeeringAuthorizationsRequest method.
|
|
// req, resp := client.DescribeVpcPeeringAuthorizationsRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations
|
|
func (c *GameLift) DescribeVpcPeeringAuthorizationsRequest(input *DescribeVpcPeeringAuthorizationsInput) (req *request.Request, output *DescribeVpcPeeringAuthorizationsOutput) {
|
|
op := &request.Operation{
|
|
Name: opDescribeVpcPeeringAuthorizations,
|
|
HTTPMethod: "POST",
|
|
HTTPPath: "/",
|
|
}
|
|
|
|
if input == nil {
|
|
input = &DescribeVpcPeeringAuthorizationsInput{}
|
|
}
|
|
|
|
output = &DescribeVpcPeeringAuthorizationsOutput{}
|
|
req = c.newRequest(op, input, output)
|
|
return
|
|
}
|
|
|
|
// DescribeVpcPeeringAuthorizations API operation for Amazon GameLift.
|
|
//
|
|
// Retrieves valid VPC peering authorizations that are pending for the AWS account.
|
|
// This operation returns all VPC peering authorizations and requests for peering.
|
|
// This includes those initiated and received by this account.
|
|
//
|
|
// VPC peering connection operations include:
|
|
//
|
|
// * CreateVpcPeeringAuthorization
|
|
//
|
|
// * DescribeVpcPeeringAuthorizations
|
|
//
|
|
// * DeleteVpcPeeringAuthorization
|
|
//
|
|
// * CreateVpcPeeringConnection
|
|
//
|
|
// * DescribeVpcPeeringConnections
|
|
//
|
|
// * DeleteVpcPeeringConnection
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeVpcPeeringAuthorizations for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizations
|
|
func (c *GameLift) DescribeVpcPeeringAuthorizations(input *DescribeVpcPeeringAuthorizationsInput) (*DescribeVpcPeeringAuthorizationsOutput, error) {
|
|
req, out := c.DescribeVpcPeeringAuthorizationsRequest(input)
|
|
return out, req.Send()
|
|
}
|
|
|
|
// DescribeVpcPeeringAuthorizationsWithContext is the same as DescribeVpcPeeringAuthorizations with the addition of
|
|
// the ability to pass a context and additional request options.
|
|
//
|
|
// See DescribeVpcPeeringAuthorizations for details on how to use this API operation.
|
|
//
|
|
// The context must be non-nil and will be used for request cancellation. If
|
|
// the context is nil a panic will occur. In the future the SDK may create
|
|
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
|
|
// for more information on using Contexts.
|
|
func (c *GameLift) DescribeVpcPeeringAuthorizationsWithContext(ctx aws.Context, input *DescribeVpcPeeringAuthorizationsInput, opts ...request.Option) (*DescribeVpcPeeringAuthorizationsOutput, error) {
|
|
req, out := c.DescribeVpcPeeringAuthorizationsRequest(input)
|
|
req.SetContext(ctx)
|
|
req.ApplyOptions(opts...)
|
|
return out, req.Send()
|
|
}
|
|
|
|
const opDescribeVpcPeeringConnections = "DescribeVpcPeeringConnections"
|
|
|
|
// DescribeVpcPeeringConnectionsRequest generates a "aws/request.Request" representing the
|
|
// client's request for the DescribeVpcPeeringConnections operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See DescribeVpcPeeringConnections for more information on using the DescribeVpcPeeringConnections
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the DescribeVpcPeeringConnectionsRequest method.
|
|
// req, resp := client.DescribeVpcPeeringConnectionsRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections
|
|
func (c *GameLift) DescribeVpcPeeringConnectionsRequest(input *DescribeVpcPeeringConnectionsInput) (req *request.Request, output *DescribeVpcPeeringConnectionsOutput) {
|
|
op := &request.Operation{
|
|
Name: opDescribeVpcPeeringConnections,
|
|
HTTPMethod: "POST",
|
|
HTTPPath: "/",
|
|
}
|
|
|
|
if input == nil {
|
|
input = &DescribeVpcPeeringConnectionsInput{}
|
|
}
|
|
|
|
output = &DescribeVpcPeeringConnectionsOutput{}
|
|
req = c.newRequest(op, input, output)
|
|
return
|
|
}
|
|
|
|
// DescribeVpcPeeringConnections API operation for Amazon GameLift.
|
|
//
|
|
// Retrieves information on VPC peering connections. Use this operation to get
|
|
// peering information for all fleets or for one specific fleet ID.
|
|
//
|
|
// To retrieve connection information, call this operation from the AWS account
|
|
// that is used to manage the Amazon GameLift fleets. Specify a fleet ID or
|
|
// leave the parameter empty to retrieve all connection records. If successful,
|
|
// the retrieved information includes both active and pending connections. Active
|
|
// connections identify the IpV4 CIDR block that the VPC uses to connect.
|
|
//
|
|
// VPC peering connection operations include:
|
|
//
|
|
// * CreateVpcPeeringAuthorization
|
|
//
|
|
// * DescribeVpcPeeringAuthorizations
|
|
//
|
|
// * DeleteVpcPeeringAuthorization
|
|
//
|
|
// * CreateVpcPeeringConnection
|
|
//
|
|
// * DescribeVpcPeeringConnections
|
|
//
|
|
// * DeleteVpcPeeringConnection
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation DescribeVpcPeeringConnections for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnections
|
|
func (c *GameLift) DescribeVpcPeeringConnections(input *DescribeVpcPeeringConnectionsInput) (*DescribeVpcPeeringConnectionsOutput, error) {
|
|
req, out := c.DescribeVpcPeeringConnectionsRequest(input)
|
|
return out, req.Send()
|
|
}
|
|
|
|
// DescribeVpcPeeringConnectionsWithContext is the same as DescribeVpcPeeringConnections with the addition of
|
|
// the ability to pass a context and additional request options.
|
|
//
|
|
// See DescribeVpcPeeringConnections for details on how to use this API operation.
|
|
//
|
|
// The context must be non-nil and will be used for request cancellation. If
|
|
// the context is nil a panic will occur. In the future the SDK may create
|
|
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
|
|
// for more information on using Contexts.
|
|
func (c *GameLift) DescribeVpcPeeringConnectionsWithContext(ctx aws.Context, input *DescribeVpcPeeringConnectionsInput, opts ...request.Option) (*DescribeVpcPeeringConnectionsOutput, error) {
|
|
req, out := c.DescribeVpcPeeringConnectionsRequest(input)
|
|
req.SetContext(ctx)
|
|
req.ApplyOptions(opts...)
|
|
return out, req.Send()
|
|
}
|
|
|
|
const opGetGameSessionLogUrl = "GetGameSessionLogUrl"
|
|
|
|
// GetGameSessionLogUrlRequest generates a "aws/request.Request" representing the
|
|
// client's request for the GetGameSessionLogUrl operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See GetGameSessionLogUrl for more information on using the GetGameSessionLogUrl
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the GetGameSessionLogUrlRequest method.
|
|
// req, resp := client.GetGameSessionLogUrlRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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 and retains them for 14 days. Use this URL to download
|
|
// the logs.
|
|
//
|
|
// See the AWS Service Limits (http://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift)
|
|
// page for maximum log file sizes. Log files that exceed this limit are not
|
|
// saved.
|
|
//
|
|
// Game-session-related operations include:
|
|
//
|
|
// * CreateGameSession
|
|
//
|
|
// * DescribeGameSessions
|
|
//
|
|
// * DescribeGameSessionDetails
|
|
//
|
|
// * SearchGameSessions
|
|
//
|
|
// * UpdateGameSession
|
|
//
|
|
// * GetGameSessionLogUrl
|
|
//
|
|
// * Game session placements
|
|
//
|
|
// StartGameSessionPlacement
|
|
//
|
|
// DescribeGameSessionPlacement
|
|
//
|
|
// StopGameSessionPlacement
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation GetGameSessionLogUrl for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See GetInstanceAccess for more information on using the GetInstanceAccess
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the GetInstanceAccessRequest method.
|
|
// req, resp := client.GetInstanceAccessRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See ListAliases for more information on using the ListAliases
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the ListAliasesRequest method.
|
|
// req, resp := client.ListAliasesRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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 all aliases for this AWS account. You can filter the result set
|
|
// by alias name and/or routing strategy type. Use the pagination parameters
|
|
// to retrieve results in sequential pages.
|
|
//
|
|
// Returned aliases are not listed in any particular order.
|
|
//
|
|
// Alias-related operations include:
|
|
//
|
|
// * CreateAlias
|
|
//
|
|
// * ListAliases
|
|
//
|
|
// * DescribeAlias
|
|
//
|
|
// * UpdateAlias
|
|
//
|
|
// * DeleteAlias
|
|
//
|
|
// * ResolveAlias
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation ListAliases for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See ListBuilds for more information on using the ListBuilds
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the ListBuildsRequest method.
|
|
// req, resp := client.ListBuildsRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Build-related operations include:
|
|
//
|
|
// * CreateBuild
|
|
//
|
|
// * ListBuilds
|
|
//
|
|
// * DescribeBuild
|
|
//
|
|
// * UpdateBuild
|
|
//
|
|
// * DeleteBuild
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation ListBuilds for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See ListFleets for more information on using the ListFleets
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the ListFleetsRequest method.
|
|
// req, resp := client.ListFleetsRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation ListFleets for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See PutScalingPolicy for more information on using the PutScalingPolicy
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the PutScalingPolicyRequest method.
|
|
// req, resp := client.PutScalingPolicyRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation PutScalingPolicy for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See RequestUploadCredentials for more information on using the RequestUploadCredentials
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the RequestUploadCredentialsRequest method.
|
|
// req, resp := client.RequestUploadCredentialsRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See ResolveAlias for more information on using the ResolveAlias
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the ResolveAliasRequest method.
|
|
// req, resp := client.ResolveAliasRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Alias-related operations include:
|
|
//
|
|
// * CreateAlias
|
|
//
|
|
// * ListAliases
|
|
//
|
|
// * DescribeAlias
|
|
//
|
|
// * UpdateAlias
|
|
//
|
|
// * DeleteAlias
|
|
//
|
|
// * ResolveAlias
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation ResolveAlias for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException"
|
|
// The service is unable to resolve the routing for a particular alias because
|
|
// it has a terminal RoutingStrategy associated with it. The message returned
|
|
// in this exception is the message defined in the routing strategy itself.
|
|
// Such requests should only be retried if the routing strategy for the specified
|
|
// alias is modified.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See SearchGameSessions for more information on using the SearchGameSessions
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the SearchGameSessionsRequest method.
|
|
// req, resp := client.SearchGameSessionsRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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. 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 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.
|
|
//
|
|
// Game-session-related operations include:
|
|
//
|
|
// * CreateGameSession
|
|
//
|
|
// * DescribeGameSessions
|
|
//
|
|
// * DescribeGameSessionDetails
|
|
//
|
|
// * SearchGameSessions
|
|
//
|
|
// * UpdateGameSession
|
|
//
|
|
// * GetGameSessionLogUrl
|
|
//
|
|
// * Game session placements
|
|
//
|
|
// StartGameSessionPlacement
|
|
//
|
|
// DescribeGameSessionPlacement
|
|
//
|
|
// StopGameSessionPlacement
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation SearchGameSessions for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeTerminalRoutingStrategyException "TerminalRoutingStrategyException"
|
|
// The service is unable to resolve the routing for a particular alias because
|
|
// it has a terminal RoutingStrategy associated with it. The message returned
|
|
// in this exception is the message defined in the routing strategy itself.
|
|
// Such requests should only be retried if the routing strategy for the specified
|
|
// alias is modified.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See StartGameSessionPlacement for more information on using the StartGameSessionPlacement
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the StartGameSessionPlacementRequest method.
|
|
// req, resp := client.StartGameSessionPlacementRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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 following:
|
|
//
|
|
// * The queue name and a set of game session properties and settings
|
|
//
|
|
// * A unique ID (such as a UUID) for the placement. You use this ID to track
|
|
// the status of the placement request
|
|
//
|
|
// * (Optional) A set of IDs and player data for each player you want to
|
|
// join to the new game session
|
|
//
|
|
// * Latency data for all players (if you want to optimize game play for
|
|
// the players)
|
|
//
|
|
// If successful, a new game session placement is created.
|
|
//
|
|
// To track the status of a placement request, call DescribeGameSessionPlacement
|
|
// and check the request's status. If the status is FULFILLED, a new game session
|
|
// has been created and a game session ARN and region are referenced. If the
|
|
// placement request times out, you can resubmit the request or retry it with
|
|
// a different queue.
|
|
//
|
|
// Game-session-related operations include:
|
|
//
|
|
// * CreateGameSession
|
|
//
|
|
// * DescribeGameSessions
|
|
//
|
|
// * DescribeGameSessionDetails
|
|
//
|
|
// * SearchGameSessions
|
|
//
|
|
// * UpdateGameSession
|
|
//
|
|
// * GetGameSessionLogUrl
|
|
//
|
|
// * Game session placements
|
|
//
|
|
// StartGameSessionPlacement
|
|
//
|
|
// DescribeGameSessionPlacement
|
|
//
|
|
// StopGameSessionPlacement
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation StartGameSessionPlacement for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// 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 opStartMatchmaking = "StartMatchmaking"
|
|
|
|
// StartMatchmakingRequest generates a "aws/request.Request" representing the
|
|
// client's request for the StartMatchmaking operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See StartMatchmaking for more information on using the StartMatchmaking
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the StartMatchmakingRequest method.
|
|
// req, resp := client.StartMatchmakingRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking
|
|
func (c *GameLift) StartMatchmakingRequest(input *StartMatchmakingInput) (req *request.Request, output *StartMatchmakingOutput) {
|
|
op := &request.Operation{
|
|
Name: opStartMatchmaking,
|
|
HTTPMethod: "POST",
|
|
HTTPPath: "/",
|
|
}
|
|
|
|
if input == nil {
|
|
input = &StartMatchmakingInput{}
|
|
}
|
|
|
|
output = &StartMatchmakingOutput{}
|
|
req = c.newRequest(op, input, output)
|
|
return
|
|
}
|
|
|
|
// StartMatchmaking API operation for Amazon GameLift.
|
|
//
|
|
// Uses FlexMatch to create a game match for a group of players based on custom
|
|
// matchmaking rules, and starts a new game for the matched players. Each matchmaking
|
|
// request specifies the type of match to build (team configuration, rules for
|
|
// an acceptable match, etc.). The request also specifies the players to find
|
|
// a match for and where to host the new game session for optimal performance.
|
|
// A matchmaking request might start with a single player or a group of players
|
|
// who want to play together. FlexMatch finds additional players as needed to
|
|
// fill the match. Match type, rules, and the queue used to place a new game
|
|
// session are defined in a MatchmakingConfiguration. For complete information
|
|
// on setting up and using FlexMatch, see the topic Adding FlexMatch to Your
|
|
// Game (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-intro.html).
|
|
//
|
|
// To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration,
|
|
// and include the players to be matched. You must also include a set of player
|
|
// attributes relevant for the matchmaking configuration. If successful, a matchmaking
|
|
// ticket is returned with status set to QUEUED. Track the status of the ticket
|
|
// to respond as needed and acquire game session connection information for
|
|
// successfully completed matches.
|
|
//
|
|
// Tracking ticket status -- A couple of options are available for tracking
|
|
// the status of matchmaking requests:
|
|
//
|
|
// * Polling -- Call DescribeMatchmaking. This operation returns the full
|
|
// ticket object, including current status and (for completed tickets) game
|
|
// session connection info. We recommend polling no more than once every
|
|
// 10 seconds.
|
|
//
|
|
// * Notifications -- Get event notifications for changes in ticket status
|
|
// using Amazon Simple Notification Service (SNS). Notifications are easy
|
|
// to set up (see CreateMatchmakingConfiguration) and typically deliver match
|
|
// status changes faster and more efficiently than polling. We recommend
|
|
// that you use polling to back up to notifications (since delivery is not
|
|
// guaranteed) and call DescribeMatchmaking only when notifications are not
|
|
// received within 30 seconds.
|
|
//
|
|
// Processing a matchmaking request -- FlexMatch handles a matchmaking request
|
|
// as follows:
|
|
//
|
|
// Your client code submits a StartMatchmaking request for one or more players
|
|
// and tracks the status of the request ticket.
|
|
//
|
|
// FlexMatch uses this ticket and others in process to build an acceptable match.
|
|
// When a potential match is identified, all tickets in the proposed match are
|
|
// advanced to the next status.
|
|
//
|
|
// If the match requires player acceptance (set in the matchmaking configuration),
|
|
// the tickets move into status REQUIRES_ACCEPTANCE. This status triggers your
|
|
// client code to solicit acceptance from all players in every ticket involved
|
|
// in the match, and then call AcceptMatch for each player. If any player rejects
|
|
// or fails to accept the match before a specified timeout, the proposed match
|
|
// is dropped (see AcceptMatch for more details).
|
|
//
|
|
// Once a match is proposed and accepted, the matchmaking tickets move into
|
|
// status PLACING. FlexMatch locates resources for a new game session using
|
|
// the game session queue (set in the matchmaking configuration) and creates
|
|
// the game session based on the match data.
|
|
//
|
|
// When the match is successfully placed, the matchmaking tickets move into
|
|
// COMPLETED status. Connection information (including game session endpoint
|
|
// and player session) is added to the matchmaking tickets. Matched players
|
|
// can use the connection information to join the game.
|
|
//
|
|
// Matchmaking-related operations include:
|
|
//
|
|
// * StartMatchmaking
|
|
//
|
|
// * DescribeMatchmaking
|
|
//
|
|
// * StopMatchmaking
|
|
//
|
|
// * AcceptMatch
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation StartMatchmaking for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeUnsupportedRegionException "UnsupportedRegionException"
|
|
// The requested operation is not supported in the region specified.
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmaking
|
|
func (c *GameLift) StartMatchmaking(input *StartMatchmakingInput) (*StartMatchmakingOutput, error) {
|
|
req, out := c.StartMatchmakingRequest(input)
|
|
return out, req.Send()
|
|
}
|
|
|
|
// StartMatchmakingWithContext is the same as StartMatchmaking with the addition of
|
|
// the ability to pass a context and additional request options.
|
|
//
|
|
// See StartMatchmaking for details on how to use this API operation.
|
|
//
|
|
// The context must be non-nil and will be used for request cancellation. If
|
|
// the context is nil a panic will occur. In the future the SDK may create
|
|
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
|
|
// for more information on using Contexts.
|
|
func (c *GameLift) StartMatchmakingWithContext(ctx aws.Context, input *StartMatchmakingInput, opts ...request.Option) (*StartMatchmakingOutput, error) {
|
|
req, out := c.StartMatchmakingRequest(input)
|
|
req.SetContext(ctx)
|
|
req.ApplyOptions(opts...)
|
|
return out, req.Send()
|
|
}
|
|
|
|
const opStopGameSessionPlacement = "StopGameSessionPlacement"
|
|
|
|
// StopGameSessionPlacementRequest generates a "aws/request.Request" representing the
|
|
// client's request for the StopGameSessionPlacement operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See StopGameSessionPlacement for more information on using the StopGameSessionPlacement
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the StopGameSessionPlacementRequest method.
|
|
// req, resp := client.StopGameSessionPlacementRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Game-session-related operations include:
|
|
//
|
|
// * CreateGameSession
|
|
//
|
|
// * DescribeGameSessions
|
|
//
|
|
// * DescribeGameSessionDetails
|
|
//
|
|
// * SearchGameSessions
|
|
//
|
|
// * UpdateGameSession
|
|
//
|
|
// * GetGameSessionLogUrl
|
|
//
|
|
// * Game session placements
|
|
//
|
|
// StartGameSessionPlacement
|
|
//
|
|
// DescribeGameSessionPlacement
|
|
//
|
|
// StopGameSessionPlacement
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation StopGameSessionPlacement for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// 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 opStopMatchmaking = "StopMatchmaking"
|
|
|
|
// StopMatchmakingRequest generates a "aws/request.Request" representing the
|
|
// client's request for the StopMatchmaking operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See StopMatchmaking for more information on using the StopMatchmaking
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the StopMatchmakingRequest method.
|
|
// req, resp := client.StopMatchmakingRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking
|
|
func (c *GameLift) StopMatchmakingRequest(input *StopMatchmakingInput) (req *request.Request, output *StopMatchmakingOutput) {
|
|
op := &request.Operation{
|
|
Name: opStopMatchmaking,
|
|
HTTPMethod: "POST",
|
|
HTTPPath: "/",
|
|
}
|
|
|
|
if input == nil {
|
|
input = &StopMatchmakingInput{}
|
|
}
|
|
|
|
output = &StopMatchmakingOutput{}
|
|
req = c.newRequest(op, input, output)
|
|
return
|
|
}
|
|
|
|
// StopMatchmaking API operation for Amazon GameLift.
|
|
//
|
|
// Cancels a matchmaking ticket that is currently being processed. To stop the
|
|
// matchmaking operation, specify the ticket ID. If successful, work on the
|
|
// ticket is stopped, and the ticket status is changed to CANCELLED.
|
|
//
|
|
// Matchmaking-related operations include:
|
|
//
|
|
// * StartMatchmaking
|
|
//
|
|
// * DescribeMatchmaking
|
|
//
|
|
// * StopMatchmaking
|
|
//
|
|
// * AcceptMatch
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation StopMatchmaking for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeUnsupportedRegionException "UnsupportedRegionException"
|
|
// The requested operation is not supported in the region specified.
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmaking
|
|
func (c *GameLift) StopMatchmaking(input *StopMatchmakingInput) (*StopMatchmakingOutput, error) {
|
|
req, out := c.StopMatchmakingRequest(input)
|
|
return out, req.Send()
|
|
}
|
|
|
|
// StopMatchmakingWithContext is the same as StopMatchmaking with the addition of
|
|
// the ability to pass a context and additional request options.
|
|
//
|
|
// See StopMatchmaking for details on how to use this API operation.
|
|
//
|
|
// The context must be non-nil and will be used for request cancellation. If
|
|
// the context is nil a panic will occur. In the future the SDK may create
|
|
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
|
|
// for more information on using Contexts.
|
|
func (c *GameLift) StopMatchmakingWithContext(ctx aws.Context, input *StopMatchmakingInput, opts ...request.Option) (*StopMatchmakingOutput, error) {
|
|
req, out := c.StopMatchmakingRequest(input)
|
|
req.SetContext(ctx)
|
|
req.ApplyOptions(opts...)
|
|
return out, req.Send()
|
|
}
|
|
|
|
const opUpdateAlias = "UpdateAlias"
|
|
|
|
// UpdateAliasRequest generates a "aws/request.Request" representing the
|
|
// client's request for the UpdateAlias operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See UpdateAlias for more information on using the UpdateAlias
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the UpdateAliasRequest method.
|
|
// req, resp := client.UpdateAliasRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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 an alias. To update properties, specify the alias
|
|
// ID to be updated and provide the information to be changed. To reassign an
|
|
// alias to another fleet, provide an updated routing strategy. If successful,
|
|
// the updated alias record is returned.
|
|
//
|
|
// Alias-related operations include:
|
|
//
|
|
// * CreateAlias
|
|
//
|
|
// * ListAliases
|
|
//
|
|
// * DescribeAlias
|
|
//
|
|
// * UpdateAlias
|
|
//
|
|
// * DeleteAlias
|
|
//
|
|
// * ResolveAlias
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation UpdateAlias for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See UpdateBuild for more information on using the UpdateBuild
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the UpdateBuildRequest method.
|
|
// req, resp := client.UpdateBuildRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Build-related operations include:
|
|
//
|
|
// * CreateBuild
|
|
//
|
|
// * ListBuilds
|
|
//
|
|
// * DescribeBuild
|
|
//
|
|
// * UpdateBuild
|
|
//
|
|
// * DeleteBuild
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation UpdateBuild for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See UpdateFleetAttributes for more information on using the UpdateFleetAttributes
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the UpdateFleetAttributesRequest method.
|
|
// req, resp := client.UpdateFleetAttributesRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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 that you want
|
|
// to change. If successful, the fleet ID for the updated fleet is returned.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation UpdateFleetAttributes for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeConflictException "ConflictException"
|
|
// The requested operation would cause a conflict with the current state of
|
|
// a service resource associated with the request. Resolve the conflict before
|
|
// retrying this request.
|
|
//
|
|
// * ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
|
|
// The requested operation would cause a conflict with the current state of
|
|
// a resource associated with the request and/or the fleet. Resolve the conflict
|
|
// before retrying.
|
|
//
|
|
// * ErrCodeLimitExceededException "LimitExceededException"
|
|
// The requested operation would cause the resource to exceed the allowed service
|
|
// limit. Resolve the issue before retrying.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See UpdateFleetCapacity for more information on using the UpdateFleetCapacity
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the UpdateFleetCapacityRequest method.
|
|
// req, resp := client.UpdateFleetCapacityRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation UpdateFleetCapacity for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeConflictException "ConflictException"
|
|
// The requested operation would cause a conflict with the current state of
|
|
// a service resource associated with the request. Resolve the conflict before
|
|
// retrying this request.
|
|
//
|
|
// * ErrCodeLimitExceededException "LimitExceededException"
|
|
// The requested operation would cause the resource to exceed the allowed service
|
|
// limit. Resolve the issue before retrying.
|
|
//
|
|
// * ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
|
|
// The requested operation would cause a conflict with the current state of
|
|
// a resource associated with the request and/or the fleet. Resolve the conflict
|
|
// before retrying.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See UpdateFleetPortSettings for more information on using the UpdateFleetPortSettings
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the UpdateFleetPortSettingsRequest method.
|
|
// req, resp := client.UpdateFleetPortSettingsRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation UpdateFleetPortSettings for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeConflictException "ConflictException"
|
|
// The requested operation would cause a conflict with the current state of
|
|
// a service resource associated with the request. Resolve the conflict before
|
|
// retrying this request.
|
|
//
|
|
// * ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
|
|
// The requested operation would cause a conflict with the current state of
|
|
// a resource associated with the request and/or the fleet. Resolve the conflict
|
|
// before retrying.
|
|
//
|
|
// * ErrCodeLimitExceededException "LimitExceededException"
|
|
// The requested operation would cause the resource to exceed the allowed service
|
|
// limit. Resolve the issue before retrying.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See UpdateGameSession for more information on using the UpdateGameSession
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the UpdateGameSessionRequest method.
|
|
// req, resp := client.UpdateGameSessionRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Game-session-related operations include:
|
|
//
|
|
// * CreateGameSession
|
|
//
|
|
// * DescribeGameSessions
|
|
//
|
|
// * DescribeGameSessionDetails
|
|
//
|
|
// * SearchGameSessions
|
|
//
|
|
// * UpdateGameSession
|
|
//
|
|
// * GetGameSessionLogUrl
|
|
//
|
|
// * Game session placements
|
|
//
|
|
// StartGameSessionPlacement
|
|
//
|
|
// DescribeGameSessionPlacement
|
|
//
|
|
// StopGameSessionPlacement
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation UpdateGameSession for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeConflictException "ConflictException"
|
|
// The requested operation would cause a conflict with the current state of
|
|
// a service resource associated with the request. Resolve the conflict before
|
|
// retrying this request.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeInvalidGameSessionStatusException "InvalidGameSessionStatusException"
|
|
// The requested operation would cause a conflict with the current state of
|
|
// a resource associated with the request and/or the game instance. Resolve
|
|
// the conflict before retrying.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// 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 will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See UpdateGameSessionQueue for more information on using the UpdateGameSessionQueue
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the UpdateGameSessionQueueRequest method.
|
|
// req, resp := client.UpdateGameSessionQueueRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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.
|
|
//
|
|
// Queue-related operations include:
|
|
//
|
|
// * CreateGameSessionQueue
|
|
//
|
|
// * DescribeGameSessionQueues
|
|
//
|
|
// * UpdateGameSessionQueue
|
|
//
|
|
// * DeleteGameSessionQueue
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation UpdateGameSessionQueue for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// 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 opUpdateMatchmakingConfiguration = "UpdateMatchmakingConfiguration"
|
|
|
|
// UpdateMatchmakingConfigurationRequest generates a "aws/request.Request" representing the
|
|
// client's request for the UpdateMatchmakingConfiguration operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See UpdateMatchmakingConfiguration for more information on using the UpdateMatchmakingConfiguration
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the UpdateMatchmakingConfigurationRequest method.
|
|
// req, resp := client.UpdateMatchmakingConfigurationRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration
|
|
func (c *GameLift) UpdateMatchmakingConfigurationRequest(input *UpdateMatchmakingConfigurationInput) (req *request.Request, output *UpdateMatchmakingConfigurationOutput) {
|
|
op := &request.Operation{
|
|
Name: opUpdateMatchmakingConfiguration,
|
|
HTTPMethod: "POST",
|
|
HTTPPath: "/",
|
|
}
|
|
|
|
if input == nil {
|
|
input = &UpdateMatchmakingConfigurationInput{}
|
|
}
|
|
|
|
output = &UpdateMatchmakingConfigurationOutput{}
|
|
req = c.newRequest(op, input, output)
|
|
return
|
|
}
|
|
|
|
// UpdateMatchmakingConfiguration API operation for Amazon GameLift.
|
|
//
|
|
// Updates settings for a FlexMatch matchmaking configuration. To update settings,
|
|
// specify the configuration name to be updated and provide the new settings.
|
|
//
|
|
// Operations related to match configurations and rule sets include:
|
|
//
|
|
// * CreateMatchmakingConfiguration
|
|
//
|
|
// * DescribeMatchmakingConfigurations
|
|
//
|
|
// * UpdateMatchmakingConfiguration
|
|
//
|
|
// * DeleteMatchmakingConfiguration
|
|
//
|
|
// * CreateMatchmakingRuleSet
|
|
//
|
|
// * DescribeMatchmakingRuleSets
|
|
//
|
|
// * ValidateMatchmakingRuleSet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation UpdateMatchmakingConfiguration for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeUnsupportedRegionException "UnsupportedRegionException"
|
|
// The requested operation is not supported in the region specified.
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfiguration
|
|
func (c *GameLift) UpdateMatchmakingConfiguration(input *UpdateMatchmakingConfigurationInput) (*UpdateMatchmakingConfigurationOutput, error) {
|
|
req, out := c.UpdateMatchmakingConfigurationRequest(input)
|
|
return out, req.Send()
|
|
}
|
|
|
|
// UpdateMatchmakingConfigurationWithContext is the same as UpdateMatchmakingConfiguration with the addition of
|
|
// the ability to pass a context and additional request options.
|
|
//
|
|
// See UpdateMatchmakingConfiguration for details on how to use this API operation.
|
|
//
|
|
// The context must be non-nil and will be used for request cancellation. If
|
|
// the context is nil a panic will occur. In the future the SDK may create
|
|
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
|
|
// for more information on using Contexts.
|
|
func (c *GameLift) UpdateMatchmakingConfigurationWithContext(ctx aws.Context, input *UpdateMatchmakingConfigurationInput, opts ...request.Option) (*UpdateMatchmakingConfigurationOutput, error) {
|
|
req, out := c.UpdateMatchmakingConfigurationRequest(input)
|
|
req.SetContext(ctx)
|
|
req.ApplyOptions(opts...)
|
|
return out, req.Send()
|
|
}
|
|
|
|
const opUpdateRuntimeConfiguration = "UpdateRuntimeConfiguration"
|
|
|
|
// UpdateRuntimeConfigurationRequest generates a "aws/request.Request" representing the
|
|
// client's request for the UpdateRuntimeConfiguration operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See UpdateRuntimeConfiguration for more information on using the UpdateRuntimeConfiguration
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the UpdateRuntimeConfigurationRequest method.
|
|
// req, resp := client.UpdateRuntimeConfigurationRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// 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 run-time configuration for the specified fleet, which
|
|
// tells Amazon GameLift how to launch server processes on instances in the
|
|
// fleet. You can update a fleet's run-time configuration at any time after
|
|
// the fleet is created; it does not need to be in an ACTIVE status.
|
|
//
|
|
// To update run-time configuration, specify the fleet ID and provide a RuntimeConfiguration
|
|
// object with the updated collection of server process configurations.
|
|
//
|
|
// Each instance in a Amazon GameLift fleet checks regularly for an updated
|
|
// run-time configuration and changes how it launches server processes to comply
|
|
// with the latest version. Existing server processes are not affected by the
|
|
// update; they continue to run until they end, while Amazon GameLift simply
|
|
// adds new server processes to fit the current run-time configuration. As a
|
|
// result, the run-time configuration changes are applied gradually as existing
|
|
// processes shut down and new processes are launched in Amazon GameLift's normal
|
|
// process recycling activity.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation UpdateRuntimeConfiguration for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeUnauthorizedException "UnauthorizedException"
|
|
// The client failed authentication. Clients should not retry such requests.
|
|
//
|
|
// * ErrCodeNotFoundException "NotFoundException"
|
|
// A service resource associated with the request could not be found. Clients
|
|
// should not retry such requests.
|
|
//
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// * ErrCodeInvalidFleetStatusException "InvalidFleetStatusException"
|
|
// The requested operation would cause a conflict with the current state of
|
|
// a resource associated with the request and/or the fleet. Resolve the conflict
|
|
// before retrying.
|
|
//
|
|
// 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()
|
|
}
|
|
|
|
const opValidateMatchmakingRuleSet = "ValidateMatchmakingRuleSet"
|
|
|
|
// ValidateMatchmakingRuleSetRequest generates a "aws/request.Request" representing the
|
|
// client's request for the ValidateMatchmakingRuleSet operation. The "output" return
|
|
// value will be populated with the request's response once the request complets
|
|
// successfuly.
|
|
//
|
|
// Use "Send" method on the returned Request to send the API call to the service.
|
|
// the "output" return value is not valid until after Send returns without error.
|
|
//
|
|
// See ValidateMatchmakingRuleSet for more information on using the ValidateMatchmakingRuleSet
|
|
// API call, and error handling.
|
|
//
|
|
// This method is useful when you want to inject custom logic or configuration
|
|
// into the SDK's request lifecycle. Such as custom headers, or retry logic.
|
|
//
|
|
//
|
|
// // Example sending a request using the ValidateMatchmakingRuleSetRequest method.
|
|
// req, resp := client.ValidateMatchmakingRuleSetRequest(params)
|
|
//
|
|
// err := req.Send()
|
|
// if err == nil { // resp is now filled
|
|
// fmt.Println(resp)
|
|
// }
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet
|
|
func (c *GameLift) ValidateMatchmakingRuleSetRequest(input *ValidateMatchmakingRuleSetInput) (req *request.Request, output *ValidateMatchmakingRuleSetOutput) {
|
|
op := &request.Operation{
|
|
Name: opValidateMatchmakingRuleSet,
|
|
HTTPMethod: "POST",
|
|
HTTPPath: "/",
|
|
}
|
|
|
|
if input == nil {
|
|
input = &ValidateMatchmakingRuleSetInput{}
|
|
}
|
|
|
|
output = &ValidateMatchmakingRuleSetOutput{}
|
|
req = c.newRequest(op, input, output)
|
|
return
|
|
}
|
|
|
|
// ValidateMatchmakingRuleSet API operation for Amazon GameLift.
|
|
//
|
|
// Validates the syntax of a matchmaking rule or rule set. This operation checks
|
|
// that the rule set uses syntactically correct JSON and that it conforms to
|
|
// allowed property expressions. To validate syntax, provide a rule set string.
|
|
//
|
|
// Operations related to match configurations and rule sets include:
|
|
//
|
|
// * CreateMatchmakingConfiguration
|
|
//
|
|
// * DescribeMatchmakingConfigurations
|
|
//
|
|
// * UpdateMatchmakingConfiguration
|
|
//
|
|
// * DeleteMatchmakingConfiguration
|
|
//
|
|
// * CreateMatchmakingRuleSet
|
|
//
|
|
// * DescribeMatchmakingRuleSets
|
|
//
|
|
// * ValidateMatchmakingRuleSet
|
|
//
|
|
// Returns awserr.Error for service API and SDK errors. Use runtime type assertions
|
|
// with awserr.Error's Code and Message methods to get detailed information about
|
|
// the error.
|
|
//
|
|
// See the AWS API reference guide for Amazon GameLift's
|
|
// API operation ValidateMatchmakingRuleSet for usage and error information.
|
|
//
|
|
// Returned Error Codes:
|
|
// * ErrCodeInternalServiceException "InternalServiceException"
|
|
// The service encountered an unrecoverable internal failure while processing
|
|
// the request. Clients can retry such requests immediately or after a waiting
|
|
// period.
|
|
//
|
|
// * ErrCodeUnsupportedRegionException "UnsupportedRegionException"
|
|
// The requested operation is not supported in the region specified.
|
|
//
|
|
// * ErrCodeInvalidRequestException "InvalidRequestException"
|
|
// One or more parameter values in the request are invalid. Correct the invalid
|
|
// parameter values before retrying.
|
|
//
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSet
|
|
func (c *GameLift) ValidateMatchmakingRuleSet(input *ValidateMatchmakingRuleSetInput) (*ValidateMatchmakingRuleSetOutput, error) {
|
|
req, out := c.ValidateMatchmakingRuleSetRequest(input)
|
|
return out, req.Send()
|
|
}
|
|
|
|
// ValidateMatchmakingRuleSetWithContext is the same as ValidateMatchmakingRuleSet with the addition of
|
|
// the ability to pass a context and additional request options.
|
|
//
|
|
// See ValidateMatchmakingRuleSet for details on how to use this API operation.
|
|
//
|
|
// The context must be non-nil and will be used for request cancellation. If
|
|
// the context is nil a panic will occur. In the future the SDK may create
|
|
// sub-contexts for http.Requests. See https://golang.org/pkg/context/
|
|
// for more information on using Contexts.
|
|
func (c *GameLift) ValidateMatchmakingRuleSetWithContext(ctx aws.Context, input *ValidateMatchmakingRuleSetInput, opts ...request.Option) (*ValidateMatchmakingRuleSetOutput, error) {
|
|
req, out := c.ValidateMatchmakingRuleSetRequest(input)
|
|
req.SetContext(ctx)
|
|
req.ApplyOptions(opts...)
|
|
return out, req.Send()
|
|
}
|
|
|
|
// Represents the input for a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatchInput
|
|
type AcceptMatchInput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Player response to the proposed match.
|
|
//
|
|
// AcceptanceType is a required field
|
|
AcceptanceType *string `type:"string" required:"true" enum:"AcceptanceType"`
|
|
|
|
// Unique identifier for a player delivering the response. This parameter can
|
|
// include one or multiple player IDs.
|
|
//
|
|
// PlayerIds is a required field
|
|
PlayerIds []*string `type:"list" required:"true"`
|
|
|
|
// Unique identifier for a matchmaking ticket. The ticket must be in status
|
|
// REQUIRES_ACCEPTANCE; otherwise this request will fail.
|
|
//
|
|
// TicketId is a required field
|
|
TicketId *string `min:"1" type:"string" required:"true"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s AcceptMatchInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s AcceptMatchInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *AcceptMatchInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "AcceptMatchInput"}
|
|
if s.AcceptanceType == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("AcceptanceType"))
|
|
}
|
|
if s.PlayerIds == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("PlayerIds"))
|
|
}
|
|
if s.TicketId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("TicketId"))
|
|
}
|
|
if s.TicketId != nil && len(*s.TicketId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("TicketId", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetAcceptanceType sets the AcceptanceType field's value.
|
|
func (s *AcceptMatchInput) SetAcceptanceType(v string) *AcceptMatchInput {
|
|
s.AcceptanceType = &v
|
|
return s
|
|
}
|
|
|
|
// SetPlayerIds sets the PlayerIds field's value.
|
|
func (s *AcceptMatchInput) SetPlayerIds(v []*string) *AcceptMatchInput {
|
|
s.PlayerIds = v
|
|
return s
|
|
}
|
|
|
|
// SetTicketId sets the TicketId field's value.
|
|
func (s *AcceptMatchInput) SetTicketId(v string) *AcceptMatchInput {
|
|
s.TicketId = &v
|
|
return s
|
|
}
|
|
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AcceptMatchOutput
|
|
type AcceptMatchOutput struct {
|
|
_ struct{} `type:"structure"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s AcceptMatchOutput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s AcceptMatchOutput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Properties describing a fleet alias.
|
|
//
|
|
// Alias-related operations include:
|
|
//
|
|
// * CreateAlias
|
|
//
|
|
// * ListAliases
|
|
//
|
|
// * DescribeAlias
|
|
//
|
|
// * UpdateAlias
|
|
//
|
|
// * DeleteAlias
|
|
//
|
|
// * ResolveAlias
|
|
// 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
|
|
}
|
|
|
|
// Values for use in Player attribute type:value pairs. This object lets you
|
|
// specify an attribute value using any of the valid data types: string, number,
|
|
// string array or data map. Each AttributeValue object can use only one of
|
|
// the available properties.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AttributeValue
|
|
type AttributeValue struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// For number values, expressed as double.
|
|
N *float64 `type:"double"`
|
|
|
|
// For single string values. Maximum string length is 100 characters.
|
|
S *string `min:"1" type:"string"`
|
|
|
|
// For a map of up to 10 type:value pairs. Maximum length for each string value
|
|
// is 100 characters.
|
|
SDM map[string]*float64 `type:"map"`
|
|
|
|
// For a list of up to 10 strings. Maximum length for each string is 100 characters.
|
|
// Duplicate values are not recognized; all occurrences of the repeated value
|
|
// after the first of a repeated value are ignored.
|
|
SL []*string `type:"list"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s AttributeValue) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s AttributeValue) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *AttributeValue) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "AttributeValue"}
|
|
if s.S != nil && len(*s.S) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("S", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetN sets the N field's value.
|
|
func (s *AttributeValue) SetN(v float64) *AttributeValue {
|
|
s.N = &v
|
|
return s
|
|
}
|
|
|
|
// SetS sets the S field's value.
|
|
func (s *AttributeValue) SetS(v string) *AttributeValue {
|
|
s.S = &v
|
|
return s
|
|
}
|
|
|
|
// SetSDM sets the SDM field's value.
|
|
func (s *AttributeValue) SetSDM(v map[string]*float64) *AttributeValue {
|
|
s.SDM = v
|
|
return s
|
|
}
|
|
|
|
// SetSL sets the SL field's value.
|
|
func (s *AttributeValue) SetSL(v []*string) *AttributeValue {
|
|
s.SL = v
|
|
return s
|
|
}
|
|
|
|
// Temporary access credentials used for uploading game build files to Amazon
|
|
// GameLift. They are valid for a limited time. If they expire before you upload
|
|
// your game build, get a new set by calling RequestUploadCredentials.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/AwsCredentials
|
|
type AwsCredentials struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Temporary key allowing access to the Amazon GameLift S3 account.
|
|
AccessKeyId *string `min:"1" type:"string"`
|
|
|
|
// Temporary secret key allowing access to the Amazon GameLift S3 account.
|
|
SecretAccessKey *string `min:"1" type:"string"`
|
|
|
|
// Token used to associate a specific build ID with the files uploaded using
|
|
// these credentials.
|
|
SessionToken *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s AwsCredentials) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s AwsCredentials) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetAccessKeyId sets the AccessKeyId field's value.
|
|
func (s *AwsCredentials) SetAccessKeyId(v string) *AwsCredentials {
|
|
s.AccessKeyId = &v
|
|
return s
|
|
}
|
|
|
|
// SetSecretAccessKey sets the SecretAccessKey field's value.
|
|
func (s *AwsCredentials) SetSecretAccessKey(v string) *AwsCredentials {
|
|
s.SecretAccessKey = &v
|
|
return s
|
|
}
|
|
|
|
// SetSessionToken sets the SessionToken field's value.
|
|
func (s *AwsCredentials) SetSessionToken(v string) *AwsCredentials {
|
|
s.SessionToken = &v
|
|
return s
|
|
}
|
|
|
|
// Properties describing a game build.
|
|
//
|
|
// Build-related operations include:
|
|
//
|
|
// * CreateBuild
|
|
//
|
|
// * ListBuilds
|
|
//
|
|
// * DescribeBuild
|
|
//
|
|
// * UpdateBuild
|
|
//
|
|
// * DeleteBuild
|
|
// 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"`
|
|
|
|
// Names of metric groups to add this fleet to. Use an existing metric group
|
|
// name to add this fleet to the group. Or use a new name to create a new metric
|
|
// group. A fleet can only be included in one metric group at a time.
|
|
MetricGroups []*string `type:"list"`
|
|
|
|
// Descriptive label that is associated with a fleet. Fleet names do not need
|
|
// to be unique.
|
|
//
|
|
// Name is a required field
|
|
Name *string `min:"1" type:"string" required:"true"`
|
|
|
|
// Game session protection policy to apply to all instances in this fleet. If
|
|
// this parameter is not set, instances in this fleet default to no protection.
|
|
// You can change a fleet's protection policy using UpdateFleetAttributes, but
|
|
// this change will only affect sessions created after the policy change. You
|
|
// can also set protection for individual instances using UpdateGameSession.
|
|
//
|
|
// * NoProtection -- The game session can be terminated during a scale-down
|
|
// event.
|
|
//
|
|
// * FullProtection -- If the game session is in an ACTIVE status, it cannot
|
|
// be terminated during a scale-down event.
|
|
NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`
|
|
|
|
// Unique identifier for the AWS account with the VPC that you want to peer
|
|
// your Amazon GameLift fleet with. You can find your Account ID in the AWS
|
|
// Management Console under account settings.
|
|
PeerVpcAwsAccountId *string `min:"1" type:"string"`
|
|
|
|
// Unique identifier for a VPC with resources to be accessed by your Amazon
|
|
// GameLift fleet. The VPC must be in the same region where your fleet is deployed.
|
|
// To get VPC information, including IDs, use the Virtual Private Cloud service
|
|
// tools, including the VPC Dashboard in the AWS Management Console.
|
|
PeerVpcId *string `min:"1" type:"string"`
|
|
|
|
// Policy that limits the number of game sessions an individual player can create
|
|
// over a span of time for this fleet.
|
|
ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"`
|
|
|
|
// Instructions for launching server processes on each instance in the fleet.
|
|
// The run-time configuration for a fleet has a collection of server process
|
|
// configurations, one for each type of server process to run on an instance.
|
|
// A server process configuration specifies the location of the server executable,
|
|
// launch parameters, and the number of concurrent processes with that configuration
|
|
// to maintain on each instance. A CreateFleet request must include a run-time
|
|
// configuration with at least one server process configuration; otherwise the
|
|
// request fails with an invalid request exception. (This parameter replaces
|
|
// the parameters ServerLaunchPath and ServerLaunchParameters; requests that
|
|
// contain values for these parameters instead of a run-time configuration will
|
|
// continue to work.)
|
|
RuntimeConfiguration *RuntimeConfiguration `type:"structure"`
|
|
|
|
// This parameter is no longer used. Instead, specify server launch parameters
|
|
// in the RuntimeConfiguration parameter. (Requests that specify a server launch
|
|
// path and launch parameters instead of a run-time configuration will continue
|
|
// to work.)
|
|
ServerLaunchParameters *string `min:"1" type:"string"`
|
|
|
|
// This parameter is no longer used. Instead, specify a server launch path using
|
|
// the RuntimeConfiguration parameter. (Requests that specify a server launch
|
|
// path and launch parameters instead of a run-time configuration will continue
|
|
// to work.)
|
|
ServerLaunchPath *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s CreateFleetInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s CreateFleetInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *CreateFleetInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "CreateFleetInput"}
|
|
if s.BuildId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("BuildId"))
|
|
}
|
|
if s.Description != nil && len(*s.Description) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("Description", 1))
|
|
}
|
|
if s.EC2InstanceType == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("EC2InstanceType"))
|
|
}
|
|
if s.Name == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("Name"))
|
|
}
|
|
if s.Name != nil && len(*s.Name) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("Name", 1))
|
|
}
|
|
if s.PeerVpcAwsAccountId != nil && len(*s.PeerVpcAwsAccountId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("PeerVpcAwsAccountId", 1))
|
|
}
|
|
if s.PeerVpcId != nil && len(*s.PeerVpcId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("PeerVpcId", 1))
|
|
}
|
|
if s.ServerLaunchParameters != nil && len(*s.ServerLaunchParameters) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("ServerLaunchParameters", 1))
|
|
}
|
|
if s.ServerLaunchPath != nil && len(*s.ServerLaunchPath) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("ServerLaunchPath", 1))
|
|
}
|
|
if s.EC2InboundPermissions != nil {
|
|
for i, v := range s.EC2InboundPermissions {
|
|
if v == nil {
|
|
continue
|
|
}
|
|
if err := v.Validate(); err != nil {
|
|
invalidParams.AddNested(fmt.Sprintf("%s[%v]", "EC2InboundPermissions", i), err.(request.ErrInvalidParams))
|
|
}
|
|
}
|
|
}
|
|
if s.RuntimeConfiguration != nil {
|
|
if err := s.RuntimeConfiguration.Validate(); err != nil {
|
|
invalidParams.AddNested("RuntimeConfiguration", err.(request.ErrInvalidParams))
|
|
}
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetBuildId sets the BuildId field's value.
|
|
func (s *CreateFleetInput) SetBuildId(v string) *CreateFleetInput {
|
|
s.BuildId = &v
|
|
return s
|
|
}
|
|
|
|
// SetDescription sets the Description field's value.
|
|
func (s *CreateFleetInput) SetDescription(v string) *CreateFleetInput {
|
|
s.Description = &v
|
|
return s
|
|
}
|
|
|
|
// SetEC2InboundPermissions sets the EC2InboundPermissions field's value.
|
|
func (s *CreateFleetInput) SetEC2InboundPermissions(v []*IpPermission) *CreateFleetInput {
|
|
s.EC2InboundPermissions = v
|
|
return s
|
|
}
|
|
|
|
// SetEC2InstanceType sets the EC2InstanceType field's value.
|
|
func (s *CreateFleetInput) SetEC2InstanceType(v string) *CreateFleetInput {
|
|
s.EC2InstanceType = &v
|
|
return s
|
|
}
|
|
|
|
// SetLogPaths sets the LogPaths field's value.
|
|
func (s *CreateFleetInput) SetLogPaths(v []*string) *CreateFleetInput {
|
|
s.LogPaths = v
|
|
return s
|
|
}
|
|
|
|
// SetMetricGroups sets the MetricGroups field's value.
|
|
func (s *CreateFleetInput) SetMetricGroups(v []*string) *CreateFleetInput {
|
|
s.MetricGroups = v
|
|
return s
|
|
}
|
|
|
|
// SetName sets the Name field's value.
|
|
func (s *CreateFleetInput) SetName(v string) *CreateFleetInput {
|
|
s.Name = &v
|
|
return s
|
|
}
|
|
|
|
// SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.
|
|
func (s *CreateFleetInput) SetNewGameSessionProtectionPolicy(v string) *CreateFleetInput {
|
|
s.NewGameSessionProtectionPolicy = &v
|
|
return s
|
|
}
|
|
|
|
// SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value.
|
|
func (s *CreateFleetInput) SetPeerVpcAwsAccountId(v string) *CreateFleetInput {
|
|
s.PeerVpcAwsAccountId = &v
|
|
return s
|
|
}
|
|
|
|
// SetPeerVpcId sets the PeerVpcId field's value.
|
|
func (s *CreateFleetInput) SetPeerVpcId(v string) *CreateFleetInput {
|
|
s.PeerVpcId = &v
|
|
return s
|
|
}
|
|
|
|
// SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.
|
|
func (s *CreateFleetInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *CreateFleetInput {
|
|
s.ResourceCreationLimitPolicy = v
|
|
return s
|
|
}
|
|
|
|
// SetRuntimeConfiguration sets the RuntimeConfiguration field's value.
|
|
func (s *CreateFleetInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *CreateFleetInput {
|
|
s.RuntimeConfiguration = v
|
|
return s
|
|
}
|
|
|
|
// SetServerLaunchParameters sets the ServerLaunchParameters field's value.
|
|
func (s *CreateFleetInput) SetServerLaunchParameters(v string) *CreateFleetInput {
|
|
s.ServerLaunchParameters = &v
|
|
return s
|
|
}
|
|
|
|
// SetServerLaunchPath sets the ServerLaunchPath field's value.
|
|
func (s *CreateFleetInput) SetServerLaunchPath(v string) *CreateFleetInput {
|
|
s.ServerLaunchPath = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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, formatted as a set
|
|
// of type:value pairs. These properties are included in the GameSession object,
|
|
// which is passed to the game server with a request to start a new game session
|
|
// (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
|
|
GameProperties []*GameProperty `type:"list"`
|
|
|
|
// Set of developer-defined game session properties, formatted as a single string
|
|
// value. This data is included in the GameSession object, which is passed to
|
|
// the game server with a request to start a new game session (see Start a Game
|
|
// Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
|
|
GameSessionData *string `min:"1" type:"string"`
|
|
|
|
// This parameter is no longer preferred. Please use IdempotencyToken instead.
|
|
// Custom string that uniquely identifies a request for a new game session.
|
|
// Maximum token length is 48 characters. If provided, this string is included
|
|
// in the new game session's ID. (A game session ARN has the following format:
|
|
// arn:aws:gamelift:<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 ARN has the following format:
|
|
// arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency
|
|
// token>.) Idempotency tokens remain in use for 30 days after a game session
|
|
// has ended; game session objects are retained for this time period and then
|
|
// deleted.
|
|
IdempotencyToken *string `min:"1" type:"string"`
|
|
|
|
// Maximum number of players that can be connected simultaneously to the game
|
|
// session.
|
|
//
|
|
// MaximumPlayerSessionCount is a required field
|
|
MaximumPlayerSessionCount *int64 `type:"integer" required:"true"`
|
|
|
|
// Descriptive label that is associated with a game session. Session names do
|
|
// not need to be unique.
|
|
Name *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s CreateGameSessionInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s CreateGameSessionInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *CreateGameSessionInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "CreateGameSessionInput"}
|
|
if s.CreatorId != nil && len(*s.CreatorId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("CreatorId", 1))
|
|
}
|
|
if s.GameSessionData != nil && len(*s.GameSessionData) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("GameSessionData", 1))
|
|
}
|
|
if s.GameSessionId != nil && len(*s.GameSessionId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1))
|
|
}
|
|
if s.IdempotencyToken != nil && len(*s.IdempotencyToken) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("IdempotencyToken", 1))
|
|
}
|
|
if s.MaximumPlayerSessionCount == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("MaximumPlayerSessionCount"))
|
|
}
|
|
if s.Name != nil && len(*s.Name) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("Name", 1))
|
|
}
|
|
if s.GameProperties != nil {
|
|
for i, v := range s.GameProperties {
|
|
if v == nil {
|
|
continue
|
|
}
|
|
if err := v.Validate(); err != nil {
|
|
invalidParams.AddNested(fmt.Sprintf("%s[%v]", "GameProperties", i), err.(request.ErrInvalidParams))
|
|
}
|
|
}
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetAliasId sets the AliasId field's value.
|
|
func (s *CreateGameSessionInput) SetAliasId(v string) *CreateGameSessionInput {
|
|
s.AliasId = &v
|
|
return s
|
|
}
|
|
|
|
// SetCreatorId sets the CreatorId field's value.
|
|
func (s *CreateGameSessionInput) SetCreatorId(v string) *CreateGameSessionInput {
|
|
s.CreatorId = &v
|
|
return s
|
|
}
|
|
|
|
// SetFleetId sets the FleetId field's value.
|
|
func (s *CreateGameSessionInput) SetFleetId(v string) *CreateGameSessionInput {
|
|
s.FleetId = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameProperties sets the GameProperties field's value.
|
|
func (s *CreateGameSessionInput) SetGameProperties(v []*GameProperty) *CreateGameSessionInput {
|
|
s.GameProperties = v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionData sets the GameSessionData field's value.
|
|
func (s *CreateGameSessionInput) SetGameSessionData(v string) *CreateGameSessionInput {
|
|
s.GameSessionData = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionId sets the GameSessionId field's value.
|
|
func (s *CreateGameSessionInput) SetGameSessionId(v string) *CreateGameSessionInput {
|
|
s.GameSessionId = &v
|
|
return s
|
|
}
|
|
|
|
// SetIdempotencyToken sets the IdempotencyToken field's value.
|
|
func (s *CreateGameSessionInput) SetIdempotencyToken(v string) *CreateGameSessionInput {
|
|
s.IdempotencyToken = &v
|
|
return s
|
|
}
|
|
|
|
// SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.
|
|
func (s *CreateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *CreateGameSessionInput {
|
|
s.MaximumPlayerSessionCount = &v
|
|
return s
|
|
}
|
|
|
|
// SetName sets the Name field's value.
|
|
func (s *CreateGameSessionInput) SetName(v string) *CreateGameSessionInput {
|
|
s.Name = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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 game session queue. Queue names
|
|
// must be unique within each region.
|
|
//
|
|
// Name is a required field
|
|
Name *string `min:"1" type:"string" required:"true"`
|
|
|
|
// Collection of latency policies to apply when processing game sessions placement
|
|
// requests with player latency information. Multiple policies are evaluated
|
|
// in order of the maximum latency value, starting with the lowest latency values.
|
|
// With just one policy, it is enforced at the start of the game session placement
|
|
// for the duration period. With multiple policies, each policy is enforced
|
|
// consecutively for its duration period. For example, a queue might enforce
|
|
// a 60-second policy followed by a 120-second policy, and then no policy for
|
|
// the remainder of the placement. A player latency policy must set a value
|
|
// for MaximumIndividualPlayerLatencyMilliseconds; if none is set, this API
|
|
// requests will fail.
|
|
PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"`
|
|
|
|
// Maximum time, in seconds, that a new game session placement request remains
|
|
// in the queue. When a request exceeds this time, the game session placement
|
|
// changes to a TIMED_OUT status.
|
|
TimeoutInSeconds *int64 `type:"integer"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s CreateGameSessionQueueInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s CreateGameSessionQueueInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *CreateGameSessionQueueInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "CreateGameSessionQueueInput"}
|
|
if s.Name == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("Name"))
|
|
}
|
|
if s.Name != nil && len(*s.Name) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("Name", 1))
|
|
}
|
|
if s.Destinations != nil {
|
|
for i, v := range s.Destinations {
|
|
if v == nil {
|
|
continue
|
|
}
|
|
if err := v.Validate(); err != nil {
|
|
invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Destinations", i), err.(request.ErrInvalidParams))
|
|
}
|
|
}
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetDestinations sets the Destinations field's value.
|
|
func (s *CreateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *CreateGameSessionQueueInput {
|
|
s.Destinations = v
|
|
return s
|
|
}
|
|
|
|
// SetName sets the Name field's value.
|
|
func (s *CreateGameSessionQueueInput) SetName(v string) *CreateGameSessionQueueInput {
|
|
s.Name = &v
|
|
return s
|
|
}
|
|
|
|
// SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.
|
|
func (s *CreateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *CreateGameSessionQueueInput {
|
|
s.PlayerLatencyPolicies = v
|
|
return s
|
|
}
|
|
|
|
// SetTimeoutInSeconds sets the TimeoutInSeconds field's value.
|
|
func (s *CreateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *CreateGameSessionQueueInput {
|
|
s.TimeoutInSeconds = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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/CreateMatchmakingConfigurationInput
|
|
type CreateMatchmakingConfigurationInput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Flag that determines whether or not a match that was created with this configuration
|
|
// must be accepted by the matched players. To require acceptance, set to TRUE.
|
|
//
|
|
// AcceptanceRequired is a required field
|
|
AcceptanceRequired *bool `type:"boolean" required:"true"`
|
|
|
|
// Length of time (in seconds) to wait for players to accept a proposed match.
|
|
// If any player rejects the match or fails to accept before the timeout, the
|
|
// ticket continues to look for an acceptable match.
|
|
AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"`
|
|
|
|
// Number of player slots in a match to keep open for future players. For example,
|
|
// if the configuration's rule set specifies a match for a single 12-person
|
|
// team, and the additional player count is set to 2, only 10 players are selected
|
|
// for the match.
|
|
AdditionalPlayerCount *int64 `type:"integer"`
|
|
|
|
// Information to attached to all events related to the matchmaking configuration.
|
|
CustomEventData *string `type:"string"`
|
|
|
|
// Meaningful description of the matchmaking configuration.
|
|
Description *string `min:"1" type:"string"`
|
|
|
|
// Set of developer-defined properties for a game session, formatted as a set
|
|
// of type:value pairs. These properties are included in the GameSession object,
|
|
// which is passed to the game server with a request to start a new game session
|
|
// (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
|
|
// This information is added to the new GameSession object that is created for
|
|
// a successful match.
|
|
GameProperties []*GameProperty `type:"list"`
|
|
|
|
// Set of developer-defined game session properties, formatted as a single string
|
|
// value. This data is included in the GameSession object, which is passed to
|
|
// the game server with a request to start a new game session (see Start a Game
|
|
// Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
|
|
// This information is added to the new GameSession object that is created for
|
|
// a successful match.
|
|
GameSessionData *string `min:"1" type:"string"`
|
|
|
|
// Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
|
|
// that is assigned to a game session queue and uniquely identifies it. Format
|
|
// is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
|
// These queues are used when placing game sessions for matches that are created
|
|
// with this matchmaking configuration. Queues can be located in any region.
|
|
//
|
|
// GameSessionQueueArns is a required field
|
|
GameSessionQueueArns []*string `type:"list" required:"true"`
|
|
|
|
// Unique identifier for a matchmaking configuration. This name is used to identify
|
|
// the configuration associated with a matchmaking request or ticket.
|
|
//
|
|
// Name is a required field
|
|
Name *string `min:"1" type:"string" required:"true"`
|
|
|
|
// SNS topic ARN that is set up to receive matchmaking notifications.
|
|
NotificationTarget *string `type:"string"`
|
|
|
|
// Maximum duration, in seconds, that a matchmaking ticket can remain in process
|
|
// before timing out. Requests that time out can be resubmitted as needed.
|
|
//
|
|
// RequestTimeoutSeconds is a required field
|
|
RequestTimeoutSeconds *int64 `min:"1" type:"integer" required:"true"`
|
|
|
|
// Unique identifier for a matchmaking rule set to use with this configuration.
|
|
// A matchmaking configuration can only use rule sets that are defined in the
|
|
// same region.
|
|
//
|
|
// RuleSetName is a required field
|
|
RuleSetName *string `min:"1" type:"string" required:"true"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s CreateMatchmakingConfigurationInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s CreateMatchmakingConfigurationInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *CreateMatchmakingConfigurationInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "CreateMatchmakingConfigurationInput"}
|
|
if s.AcceptanceRequired == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("AcceptanceRequired"))
|
|
}
|
|
if s.AcceptanceTimeoutSeconds != nil && *s.AcceptanceTimeoutSeconds < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("AcceptanceTimeoutSeconds", 1))
|
|
}
|
|
if s.Description != nil && len(*s.Description) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("Description", 1))
|
|
}
|
|
if s.GameSessionData != nil && len(*s.GameSessionData) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("GameSessionData", 1))
|
|
}
|
|
if s.GameSessionQueueArns == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("GameSessionQueueArns"))
|
|
}
|
|
if s.Name == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("Name"))
|
|
}
|
|
if s.Name != nil && len(*s.Name) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("Name", 1))
|
|
}
|
|
if s.RequestTimeoutSeconds == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("RequestTimeoutSeconds"))
|
|
}
|
|
if s.RequestTimeoutSeconds != nil && *s.RequestTimeoutSeconds < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("RequestTimeoutSeconds", 1))
|
|
}
|
|
if s.RuleSetName == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("RuleSetName"))
|
|
}
|
|
if s.RuleSetName != nil && len(*s.RuleSetName) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("RuleSetName", 1))
|
|
}
|
|
if s.GameProperties != nil {
|
|
for i, v := range s.GameProperties {
|
|
if v == nil {
|
|
continue
|
|
}
|
|
if err := v.Validate(); err != nil {
|
|
invalidParams.AddNested(fmt.Sprintf("%s[%v]", "GameProperties", i), err.(request.ErrInvalidParams))
|
|
}
|
|
}
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetAcceptanceRequired sets the AcceptanceRequired field's value.
|
|
func (s *CreateMatchmakingConfigurationInput) SetAcceptanceRequired(v bool) *CreateMatchmakingConfigurationInput {
|
|
s.AcceptanceRequired = &v
|
|
return s
|
|
}
|
|
|
|
// SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value.
|
|
func (s *CreateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds(v int64) *CreateMatchmakingConfigurationInput {
|
|
s.AcceptanceTimeoutSeconds = &v
|
|
return s
|
|
}
|
|
|
|
// SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value.
|
|
func (s *CreateMatchmakingConfigurationInput) SetAdditionalPlayerCount(v int64) *CreateMatchmakingConfigurationInput {
|
|
s.AdditionalPlayerCount = &v
|
|
return s
|
|
}
|
|
|
|
// SetCustomEventData sets the CustomEventData field's value.
|
|
func (s *CreateMatchmakingConfigurationInput) SetCustomEventData(v string) *CreateMatchmakingConfigurationInput {
|
|
s.CustomEventData = &v
|
|
return s
|
|
}
|
|
|
|
// SetDescription sets the Description field's value.
|
|
func (s *CreateMatchmakingConfigurationInput) SetDescription(v string) *CreateMatchmakingConfigurationInput {
|
|
s.Description = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameProperties sets the GameProperties field's value.
|
|
func (s *CreateMatchmakingConfigurationInput) SetGameProperties(v []*GameProperty) *CreateMatchmakingConfigurationInput {
|
|
s.GameProperties = v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionData sets the GameSessionData field's value.
|
|
func (s *CreateMatchmakingConfigurationInput) SetGameSessionData(v string) *CreateMatchmakingConfigurationInput {
|
|
s.GameSessionData = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionQueueArns sets the GameSessionQueueArns field's value.
|
|
func (s *CreateMatchmakingConfigurationInput) SetGameSessionQueueArns(v []*string) *CreateMatchmakingConfigurationInput {
|
|
s.GameSessionQueueArns = v
|
|
return s
|
|
}
|
|
|
|
// SetName sets the Name field's value.
|
|
func (s *CreateMatchmakingConfigurationInput) SetName(v string) *CreateMatchmakingConfigurationInput {
|
|
s.Name = &v
|
|
return s
|
|
}
|
|
|
|
// SetNotificationTarget sets the NotificationTarget field's value.
|
|
func (s *CreateMatchmakingConfigurationInput) SetNotificationTarget(v string) *CreateMatchmakingConfigurationInput {
|
|
s.NotificationTarget = &v
|
|
return s
|
|
}
|
|
|
|
// SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value.
|
|
func (s *CreateMatchmakingConfigurationInput) SetRequestTimeoutSeconds(v int64) *CreateMatchmakingConfigurationInput {
|
|
s.RequestTimeoutSeconds = &v
|
|
return s
|
|
}
|
|
|
|
// SetRuleSetName sets the RuleSetName field's value.
|
|
func (s *CreateMatchmakingConfigurationInput) SetRuleSetName(v string) *CreateMatchmakingConfigurationInput {
|
|
s.RuleSetName = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingConfigurationOutput
|
|
type CreateMatchmakingConfigurationOutput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Object that describes the newly created matchmaking configuration.
|
|
Configuration *MatchmakingConfiguration `type:"structure"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s CreateMatchmakingConfigurationOutput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s CreateMatchmakingConfigurationOutput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetConfiguration sets the Configuration field's value.
|
|
func (s *CreateMatchmakingConfigurationOutput) SetConfiguration(v *MatchmakingConfiguration) *CreateMatchmakingConfigurationOutput {
|
|
s.Configuration = v
|
|
return s
|
|
}
|
|
|
|
// Represents the input for a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSetInput
|
|
type CreateMatchmakingRuleSetInput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Unique identifier for a matchmaking rule set. This name is used to identify
|
|
// the rule set associated with a matchmaking configuration.
|
|
//
|
|
// Name is a required field
|
|
Name *string `min:"1" type:"string" required:"true"`
|
|
|
|
// Collection of matchmaking rules, formatted as a JSON string. (Note that comments
|
|
// are not allowed in JSON, but most elements support a description field.)
|
|
//
|
|
// RuleSetBody is a required field
|
|
RuleSetBody *string `min:"1" type:"string" required:"true"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s CreateMatchmakingRuleSetInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s CreateMatchmakingRuleSetInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *CreateMatchmakingRuleSetInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "CreateMatchmakingRuleSetInput"}
|
|
if s.Name == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("Name"))
|
|
}
|
|
if s.Name != nil && len(*s.Name) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("Name", 1))
|
|
}
|
|
if s.RuleSetBody == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("RuleSetBody"))
|
|
}
|
|
if s.RuleSetBody != nil && len(*s.RuleSetBody) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("RuleSetBody", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetName sets the Name field's value.
|
|
func (s *CreateMatchmakingRuleSetInput) SetName(v string) *CreateMatchmakingRuleSetInput {
|
|
s.Name = &v
|
|
return s
|
|
}
|
|
|
|
// SetRuleSetBody sets the RuleSetBody field's value.
|
|
func (s *CreateMatchmakingRuleSetInput) SetRuleSetBody(v string) *CreateMatchmakingRuleSetInput {
|
|
s.RuleSetBody = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateMatchmakingRuleSetOutput
|
|
type CreateMatchmakingRuleSetOutput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Object that describes the newly created matchmaking rule set.
|
|
//
|
|
// RuleSet is a required field
|
|
RuleSet *MatchmakingRuleSet `type:"structure" required:"true"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s CreateMatchmakingRuleSetOutput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s CreateMatchmakingRuleSetOutput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetRuleSet sets the RuleSet field's value.
|
|
func (s *CreateMatchmakingRuleSetOutput) SetRuleSet(v *MatchmakingRuleSet) *CreateMatchmakingRuleSetOutput {
|
|
s.RuleSet = v
|
|
return s
|
|
}
|
|
|
|
// Represents the input for a request action.
|
|
// 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/CreateVpcPeeringAuthorizationInput
|
|
type CreateVpcPeeringAuthorizationInput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Unique identifier for the AWS account that you use to manage your Amazon
|
|
// GameLift fleet. You can find your Account ID in the AWS Management Console
|
|
// under account settings.
|
|
//
|
|
// GameLiftAwsAccountId is a required field
|
|
GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"`
|
|
|
|
// Unique identifier for a VPC with resources to be accessed by your Amazon
|
|
// GameLift fleet. The VPC must be in the same region where your fleet is deployed.
|
|
// To get VPC information, including IDs, use the Virtual Private Cloud service
|
|
// tools, including the VPC Dashboard in the AWS Management Console.
|
|
//
|
|
// PeerVpcId is a required field
|
|
PeerVpcId *string `min:"1" type:"string" required:"true"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s CreateVpcPeeringAuthorizationInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s CreateVpcPeeringAuthorizationInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *CreateVpcPeeringAuthorizationInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "CreateVpcPeeringAuthorizationInput"}
|
|
if s.GameLiftAwsAccountId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("GameLiftAwsAccountId"))
|
|
}
|
|
if s.GameLiftAwsAccountId != nil && len(*s.GameLiftAwsAccountId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("GameLiftAwsAccountId", 1))
|
|
}
|
|
if s.PeerVpcId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("PeerVpcId"))
|
|
}
|
|
if s.PeerVpcId != nil && len(*s.PeerVpcId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("PeerVpcId", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value.
|
|
func (s *CreateVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId(v string) *CreateVpcPeeringAuthorizationInput {
|
|
s.GameLiftAwsAccountId = &v
|
|
return s
|
|
}
|
|
|
|
// SetPeerVpcId sets the PeerVpcId field's value.
|
|
func (s *CreateVpcPeeringAuthorizationInput) SetPeerVpcId(v string) *CreateVpcPeeringAuthorizationInput {
|
|
s.PeerVpcId = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringAuthorizationOutput
|
|
type CreateVpcPeeringAuthorizationOutput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Details on the requested VPC peering authorization, including expiration.
|
|
VpcPeeringAuthorization *VpcPeeringAuthorization `type:"structure"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s CreateVpcPeeringAuthorizationOutput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s CreateVpcPeeringAuthorizationOutput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetVpcPeeringAuthorization sets the VpcPeeringAuthorization field's value.
|
|
func (s *CreateVpcPeeringAuthorizationOutput) SetVpcPeeringAuthorization(v *VpcPeeringAuthorization) *CreateVpcPeeringAuthorizationOutput {
|
|
s.VpcPeeringAuthorization = v
|
|
return s
|
|
}
|
|
|
|
// Represents the input for a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnectionInput
|
|
type CreateVpcPeeringConnectionInput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Unique identifier for a fleet. This tells Amazon GameLift which GameLift
|
|
// VPC to peer with.
|
|
//
|
|
// FleetId is a required field
|
|
FleetId *string `type:"string" required:"true"`
|
|
|
|
// Unique identifier for the AWS account with the VPC that you want to peer
|
|
// your Amazon GameLift fleet with. You can find your Account ID in the AWS
|
|
// Management Console under account settings.
|
|
//
|
|
// PeerVpcAwsAccountId is a required field
|
|
PeerVpcAwsAccountId *string `min:"1" type:"string" required:"true"`
|
|
|
|
// Unique identifier for a VPC with resources to be accessed by your Amazon
|
|
// GameLift fleet. The VPC must be in the same region where your fleet is deployed.
|
|
// To get VPC information, including IDs, use the Virtual Private Cloud service
|
|
// tools, including the VPC Dashboard in the AWS Management Console.
|
|
//
|
|
// PeerVpcId is a required field
|
|
PeerVpcId *string `min:"1" type:"string" required:"true"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s CreateVpcPeeringConnectionInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s CreateVpcPeeringConnectionInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *CreateVpcPeeringConnectionInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "CreateVpcPeeringConnectionInput"}
|
|
if s.FleetId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("FleetId"))
|
|
}
|
|
if s.PeerVpcAwsAccountId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("PeerVpcAwsAccountId"))
|
|
}
|
|
if s.PeerVpcAwsAccountId != nil && len(*s.PeerVpcAwsAccountId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("PeerVpcAwsAccountId", 1))
|
|
}
|
|
if s.PeerVpcId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("PeerVpcId"))
|
|
}
|
|
if s.PeerVpcId != nil && len(*s.PeerVpcId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("PeerVpcId", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetFleetId sets the FleetId field's value.
|
|
func (s *CreateVpcPeeringConnectionInput) SetFleetId(v string) *CreateVpcPeeringConnectionInput {
|
|
s.FleetId = &v
|
|
return s
|
|
}
|
|
|
|
// SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value.
|
|
func (s *CreateVpcPeeringConnectionInput) SetPeerVpcAwsAccountId(v string) *CreateVpcPeeringConnectionInput {
|
|
s.PeerVpcAwsAccountId = &v
|
|
return s
|
|
}
|
|
|
|
// SetPeerVpcId sets the PeerVpcId field's value.
|
|
func (s *CreateVpcPeeringConnectionInput) SetPeerVpcId(v string) *CreateVpcPeeringConnectionInput {
|
|
s.PeerVpcId = &v
|
|
return s
|
|
}
|
|
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateVpcPeeringConnectionOutput
|
|
type CreateVpcPeeringConnectionOutput struct {
|
|
_ struct{} `type:"structure"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s CreateVpcPeeringConnectionOutput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s CreateVpcPeeringConnectionOutput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Represents the input for a request action.
|
|
// 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 game session queue. Queue names
|
|
// must be unique within each region.
|
|
//
|
|
// Name is a required field
|
|
Name *string `min:"1" type:"string" required:"true"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DeleteGameSessionQueueInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DeleteGameSessionQueueInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *DeleteGameSessionQueueInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "DeleteGameSessionQueueInput"}
|
|
if s.Name == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("Name"))
|
|
}
|
|
if s.Name != nil && len(*s.Name) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("Name", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetName sets the Name field's value.
|
|
func (s *DeleteGameSessionQueueInput) SetName(v string) *DeleteGameSessionQueueInput {
|
|
s.Name = &v
|
|
return s
|
|
}
|
|
|
|
// 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/DeleteMatchmakingConfigurationInput
|
|
type DeleteMatchmakingConfigurationInput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Unique identifier for a matchmaking configuration
|
|
//
|
|
// Name is a required field
|
|
Name *string `min:"1" type:"string" required:"true"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DeleteMatchmakingConfigurationInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DeleteMatchmakingConfigurationInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *DeleteMatchmakingConfigurationInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "DeleteMatchmakingConfigurationInput"}
|
|
if s.Name == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("Name"))
|
|
}
|
|
if s.Name != nil && len(*s.Name) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("Name", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetName sets the Name field's value.
|
|
func (s *DeleteMatchmakingConfigurationInput) SetName(v string) *DeleteMatchmakingConfigurationInput {
|
|
s.Name = &v
|
|
return s
|
|
}
|
|
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteMatchmakingConfigurationOutput
|
|
type DeleteMatchmakingConfigurationOutput struct {
|
|
_ struct{} `type:"structure"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DeleteMatchmakingConfigurationOutput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DeleteMatchmakingConfigurationOutput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Represents the input for a request action.
|
|
// 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/DeleteVpcPeeringAuthorizationInput
|
|
type DeleteVpcPeeringAuthorizationInput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Unique identifier for the AWS account that you use to manage your Amazon
|
|
// GameLift fleet. You can find your Account ID in the AWS Management Console
|
|
// under account settings.
|
|
//
|
|
// GameLiftAwsAccountId is a required field
|
|
GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"`
|
|
|
|
// Unique identifier for a VPC with resources to be accessed by your Amazon
|
|
// GameLift fleet. The VPC must be in the same region where your fleet is deployed.
|
|
// To get VPC information, including IDs, use the Virtual Private Cloud service
|
|
// tools, including the VPC Dashboard in the AWS Management Console.
|
|
//
|
|
// PeerVpcId is a required field
|
|
PeerVpcId *string `min:"1" type:"string" required:"true"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DeleteVpcPeeringAuthorizationInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DeleteVpcPeeringAuthorizationInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *DeleteVpcPeeringAuthorizationInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "DeleteVpcPeeringAuthorizationInput"}
|
|
if s.GameLiftAwsAccountId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("GameLiftAwsAccountId"))
|
|
}
|
|
if s.GameLiftAwsAccountId != nil && len(*s.GameLiftAwsAccountId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("GameLiftAwsAccountId", 1))
|
|
}
|
|
if s.PeerVpcId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("PeerVpcId"))
|
|
}
|
|
if s.PeerVpcId != nil && len(*s.PeerVpcId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("PeerVpcId", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value.
|
|
func (s *DeleteVpcPeeringAuthorizationInput) SetGameLiftAwsAccountId(v string) *DeleteVpcPeeringAuthorizationInput {
|
|
s.GameLiftAwsAccountId = &v
|
|
return s
|
|
}
|
|
|
|
// SetPeerVpcId sets the PeerVpcId field's value.
|
|
func (s *DeleteVpcPeeringAuthorizationInput) SetPeerVpcId(v string) *DeleteVpcPeeringAuthorizationInput {
|
|
s.PeerVpcId = &v
|
|
return s
|
|
}
|
|
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringAuthorizationOutput
|
|
type DeleteVpcPeeringAuthorizationOutput struct {
|
|
_ struct{} `type:"structure"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DeleteVpcPeeringAuthorizationOutput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DeleteVpcPeeringAuthorizationOutput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Represents the input for a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnectionInput
|
|
type DeleteVpcPeeringConnectionInput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Unique identifier for a fleet. This value must match the fleet ID referenced
|
|
// in the VPC peering connection record.
|
|
//
|
|
// FleetId is a required field
|
|
FleetId *string `type:"string" required:"true"`
|
|
|
|
// Unique identifier for a VPC peering connection. This value is included in
|
|
// the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections.
|
|
//
|
|
// VpcPeeringConnectionId is a required field
|
|
VpcPeeringConnectionId *string `min:"1" type:"string" required:"true"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DeleteVpcPeeringConnectionInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DeleteVpcPeeringConnectionInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *DeleteVpcPeeringConnectionInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "DeleteVpcPeeringConnectionInput"}
|
|
if s.FleetId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("FleetId"))
|
|
}
|
|
if s.VpcPeeringConnectionId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("VpcPeeringConnectionId"))
|
|
}
|
|
if s.VpcPeeringConnectionId != nil && len(*s.VpcPeeringConnectionId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("VpcPeeringConnectionId", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetFleetId sets the FleetId field's value.
|
|
func (s *DeleteVpcPeeringConnectionInput) SetFleetId(v string) *DeleteVpcPeeringConnectionInput {
|
|
s.FleetId = &v
|
|
return s
|
|
}
|
|
|
|
// SetVpcPeeringConnectionId sets the VpcPeeringConnectionId field's value.
|
|
func (s *DeleteVpcPeeringConnectionInput) SetVpcPeeringConnectionId(v string) *DeleteVpcPeeringConnectionInput {
|
|
s.VpcPeeringConnectionId = &v
|
|
return s
|
|
}
|
|
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteVpcPeeringConnectionOutput
|
|
type DeleteVpcPeeringConnectionOutput struct {
|
|
_ struct{} `type:"structure"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DeleteVpcPeeringConnectionOutput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DeleteVpcPeeringConnectionOutput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Represents the input for a request action.
|
|
// 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 start
|
|
// at the beginning of the result set, do not specify a value. This parameter
|
|
// is ignored when the request specifies one or a list of fleet IDs.
|
|
NextToken *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeFleetAttributesInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeFleetAttributesInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *DescribeFleetAttributesInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "DescribeFleetAttributesInput"}
|
|
if s.FleetIds != nil && len(s.FleetIds) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1))
|
|
}
|
|
if s.Limit != nil && *s.Limit < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("Limit", 1))
|
|
}
|
|
if s.NextToken != nil && len(*s.NextToken) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("NextToken", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetFleetIds sets the FleetIds field's value.
|
|
func (s *DescribeFleetAttributesInput) SetFleetIds(v []*string) *DescribeFleetAttributesInput {
|
|
s.FleetIds = v
|
|
return s
|
|
}
|
|
|
|
// SetLimit sets the Limit field's value.
|
|
func (s *DescribeFleetAttributesInput) SetLimit(v int64) *DescribeFleetAttributesInput {
|
|
s.Limit = &v
|
|
return s
|
|
}
|
|
|
|
// SetNextToken sets the NextToken field's value.
|
|
func (s *DescribeFleetAttributesInput) SetNextToken(v string) *DescribeFleetAttributesInput {
|
|
s.NextToken = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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 start
|
|
// at the beginning of the result set, do not specify a value. This parameter
|
|
// is ignored when the request specifies one or a list of fleet IDs.
|
|
NextToken *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeFleetCapacityInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeFleetCapacityInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *DescribeFleetCapacityInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "DescribeFleetCapacityInput"}
|
|
if s.FleetIds != nil && len(s.FleetIds) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1))
|
|
}
|
|
if s.Limit != nil && *s.Limit < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("Limit", 1))
|
|
}
|
|
if s.NextToken != nil && len(*s.NextToken) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("NextToken", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetFleetIds sets the FleetIds field's value.
|
|
func (s *DescribeFleetCapacityInput) SetFleetIds(v []*string) *DescribeFleetCapacityInput {
|
|
s.FleetIds = v
|
|
return s
|
|
}
|
|
|
|
// SetLimit sets the Limit field's value.
|
|
func (s *DescribeFleetCapacityInput) SetLimit(v int64) *DescribeFleetCapacityInput {
|
|
s.Limit = &v
|
|
return s
|
|
}
|
|
|
|
// SetNextToken sets the NextToken field's value.
|
|
func (s *DescribeFleetCapacityInput) SetNextToken(v string) *DescribeFleetCapacityInput {
|
|
s.NextToken = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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 start
|
|
// at the beginning of the result set, do not specify a value.
|
|
NextToken *string `min:"1" type:"string"`
|
|
|
|
// Earliest date to retrieve event logs for. If no start time is specified,
|
|
// this call returns entries starting from when the fleet was created to the
|
|
// specified end time. Format is a number expressed in Unix time as milliseconds
|
|
// (ex: "1469498468.057").
|
|
StartTime *time.Time `type:"timestamp" timestampFormat:"unix"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeFleetEventsInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeFleetEventsInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *DescribeFleetEventsInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "DescribeFleetEventsInput"}
|
|
if s.FleetId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("FleetId"))
|
|
}
|
|
if s.Limit != nil && *s.Limit < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("Limit", 1))
|
|
}
|
|
if s.NextToken != nil && len(*s.NextToken) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("NextToken", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetEndTime sets the EndTime field's value.
|
|
func (s *DescribeFleetEventsInput) SetEndTime(v time.Time) *DescribeFleetEventsInput {
|
|
s.EndTime = &v
|
|
return s
|
|
}
|
|
|
|
// SetFleetId sets the FleetId field's value.
|
|
func (s *DescribeFleetEventsInput) SetFleetId(v string) *DescribeFleetEventsInput {
|
|
s.FleetId = &v
|
|
return s
|
|
}
|
|
|
|
// SetLimit sets the Limit field's value.
|
|
func (s *DescribeFleetEventsInput) SetLimit(v int64) *DescribeFleetEventsInput {
|
|
s.Limit = &v
|
|
return s
|
|
}
|
|
|
|
// SetNextToken sets the NextToken field's value.
|
|
func (s *DescribeFleetEventsInput) SetNextToken(v string) *DescribeFleetEventsInput {
|
|
s.NextToken = &v
|
|
return s
|
|
}
|
|
|
|
// SetStartTime sets the StartTime field's value.
|
|
func (s *DescribeFleetEventsInput) SetStartTime(v time.Time) *DescribeFleetEventsInput {
|
|
s.StartTime = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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 start
|
|
// at the beginning of the result set, do not specify a value. This parameter
|
|
// is ignored when the request specifies one or a list of fleet IDs.
|
|
NextToken *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeFleetUtilizationInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeFleetUtilizationInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *DescribeFleetUtilizationInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "DescribeFleetUtilizationInput"}
|
|
if s.FleetIds != nil && len(s.FleetIds) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1))
|
|
}
|
|
if s.Limit != nil && *s.Limit < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("Limit", 1))
|
|
}
|
|
if s.NextToken != nil && len(*s.NextToken) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("NextToken", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetFleetIds sets the FleetIds field's value.
|
|
func (s *DescribeFleetUtilizationInput) SetFleetIds(v []*string) *DescribeFleetUtilizationInput {
|
|
s.FleetIds = v
|
|
return s
|
|
}
|
|
|
|
// SetLimit sets the Limit field's value.
|
|
func (s *DescribeFleetUtilizationInput) SetLimit(v int64) *DescribeFleetUtilizationInput {
|
|
s.Limit = &v
|
|
return s
|
|
}
|
|
|
|
// SetNextToken sets the NextToken field's value.
|
|
func (s *DescribeFleetUtilizationInput) SetNextToken(v string) *DescribeFleetUtilizationInput {
|
|
s.NextToken = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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 start
|
|
// at the beginning of the result set, do not specify a value.
|
|
NextToken *string `min:"1" type:"string"`
|
|
|
|
// Game session status to filter results on. Possible game session statuses
|
|
// include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are
|
|
// transitory).
|
|
StatusFilter *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeGameSessionDetailsInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeGameSessionDetailsInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *DescribeGameSessionDetailsInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionDetailsInput"}
|
|
if s.GameSessionId != nil && len(*s.GameSessionId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1))
|
|
}
|
|
if s.Limit != nil && *s.Limit < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("Limit", 1))
|
|
}
|
|
if s.NextToken != nil && len(*s.NextToken) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("NextToken", 1))
|
|
}
|
|
if s.StatusFilter != nil && len(*s.StatusFilter) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("StatusFilter", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetAliasId sets the AliasId field's value.
|
|
func (s *DescribeGameSessionDetailsInput) SetAliasId(v string) *DescribeGameSessionDetailsInput {
|
|
s.AliasId = &v
|
|
return s
|
|
}
|
|
|
|
// SetFleetId sets the FleetId field's value.
|
|
func (s *DescribeGameSessionDetailsInput) SetFleetId(v string) *DescribeGameSessionDetailsInput {
|
|
s.FleetId = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionId sets the GameSessionId field's value.
|
|
func (s *DescribeGameSessionDetailsInput) SetGameSessionId(v string) *DescribeGameSessionDetailsInput {
|
|
s.GameSessionId = &v
|
|
return s
|
|
}
|
|
|
|
// SetLimit sets the Limit field's value.
|
|
func (s *DescribeGameSessionDetailsInput) SetLimit(v int64) *DescribeGameSessionDetailsInput {
|
|
s.Limit = &v
|
|
return s
|
|
}
|
|
|
|
// SetNextToken sets the NextToken field's value.
|
|
func (s *DescribeGameSessionDetailsInput) SetNextToken(v string) *DescribeGameSessionDetailsInput {
|
|
s.NextToken = &v
|
|
return s
|
|
}
|
|
|
|
// SetStatusFilter sets the StatusFilter field's value.
|
|
func (s *DescribeGameSessionDetailsInput) SetStatusFilter(v string) *DescribeGameSessionDetailsInput {
|
|
s.StatusFilter = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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 start
|
|
// at the beginning of the result set, do not specify a value.
|
|
NextToken *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeGameSessionQueuesInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeGameSessionQueuesInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *DescribeGameSessionQueuesInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionQueuesInput"}
|
|
if s.Limit != nil && *s.Limit < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("Limit", 1))
|
|
}
|
|
if s.NextToken != nil && len(*s.NextToken) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("NextToken", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetLimit sets the Limit field's value.
|
|
func (s *DescribeGameSessionQueuesInput) SetLimit(v int64) *DescribeGameSessionQueuesInput {
|
|
s.Limit = &v
|
|
return s
|
|
}
|
|
|
|
// SetNames sets the Names field's value.
|
|
func (s *DescribeGameSessionQueuesInput) SetNames(v []*string) *DescribeGameSessionQueuesInput {
|
|
s.Names = v
|
|
return s
|
|
}
|
|
|
|
// SetNextToken sets the NextToken field's value.
|
|
func (s *DescribeGameSessionQueuesInput) SetNextToken(v string) *DescribeGameSessionQueuesInput {
|
|
s.NextToken = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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 start
|
|
// at the beginning of the result set, do not specify a value.
|
|
NextToken *string `min:"1" type:"string"`
|
|
|
|
// Game session status to filter results on. Possible game session statuses
|
|
// include ACTIVE, TERMINATED, ACTIVATING, and TERMINATING (the last two are
|
|
// transitory).
|
|
StatusFilter *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeGameSessionsInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeGameSessionsInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *DescribeGameSessionsInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "DescribeGameSessionsInput"}
|
|
if s.GameSessionId != nil && len(*s.GameSessionId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1))
|
|
}
|
|
if s.Limit != nil && *s.Limit < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("Limit", 1))
|
|
}
|
|
if s.NextToken != nil && len(*s.NextToken) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("NextToken", 1))
|
|
}
|
|
if s.StatusFilter != nil && len(*s.StatusFilter) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("StatusFilter", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetAliasId sets the AliasId field's value.
|
|
func (s *DescribeGameSessionsInput) SetAliasId(v string) *DescribeGameSessionsInput {
|
|
s.AliasId = &v
|
|
return s
|
|
}
|
|
|
|
// SetFleetId sets the FleetId field's value.
|
|
func (s *DescribeGameSessionsInput) SetFleetId(v string) *DescribeGameSessionsInput {
|
|
s.FleetId = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionId sets the GameSessionId field's value.
|
|
func (s *DescribeGameSessionsInput) SetGameSessionId(v string) *DescribeGameSessionsInput {
|
|
s.GameSessionId = &v
|
|
return s
|
|
}
|
|
|
|
// SetLimit sets the Limit field's value.
|
|
func (s *DescribeGameSessionsInput) SetLimit(v int64) *DescribeGameSessionsInput {
|
|
s.Limit = &v
|
|
return s
|
|
}
|
|
|
|
// SetNextToken sets the NextToken field's value.
|
|
func (s *DescribeGameSessionsInput) SetNextToken(v string) *DescribeGameSessionsInput {
|
|
s.NextToken = &v
|
|
return s
|
|
}
|
|
|
|
// SetStatusFilter sets the StatusFilter field's value.
|
|
func (s *DescribeGameSessionsInput) SetStatusFilter(v string) *DescribeGameSessionsInput {
|
|
s.StatusFilter = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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 start
|
|
// at the beginning of the result set, do not specify a value.
|
|
NextToken *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeInstancesInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeInstancesInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *DescribeInstancesInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "DescribeInstancesInput"}
|
|
if s.FleetId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("FleetId"))
|
|
}
|
|
if s.Limit != nil && *s.Limit < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("Limit", 1))
|
|
}
|
|
if s.NextToken != nil && len(*s.NextToken) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("NextToken", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetFleetId sets the FleetId field's value.
|
|
func (s *DescribeInstancesInput) SetFleetId(v string) *DescribeInstancesInput {
|
|
s.FleetId = &v
|
|
return s
|
|
}
|
|
|
|
// SetInstanceId sets the InstanceId field's value.
|
|
func (s *DescribeInstancesInput) SetInstanceId(v string) *DescribeInstancesInput {
|
|
s.InstanceId = &v
|
|
return s
|
|
}
|
|
|
|
// SetLimit sets the Limit field's value.
|
|
func (s *DescribeInstancesInput) SetLimit(v int64) *DescribeInstancesInput {
|
|
s.Limit = &v
|
|
return s
|
|
}
|
|
|
|
// SetNextToken sets the NextToken field's value.
|
|
func (s *DescribeInstancesInput) SetNextToken(v string) *DescribeInstancesInput {
|
|
s.NextToken = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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/DescribeMatchmakingConfigurationsInput
|
|
type DescribeMatchmakingConfigurationsInput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Maximum number of results to return. Use this parameter with NextToken to
|
|
// get results as a set of sequential pages. This parameter is limited to 10.
|
|
Limit *int64 `min:"1" type:"integer"`
|
|
|
|
// Unique identifier for a matchmaking configuration(s) to retrieve. To request
|
|
// all existing configurations, leave this parameter empty.
|
|
Names []*string `type:"list"`
|
|
|
|
// Token that indicates the start of the next sequential page of results. Use
|
|
// the token that is returned with a previous call to this action. To start
|
|
// at the beginning of the result set, do not specify a value.
|
|
NextToken *string `min:"1" type:"string"`
|
|
|
|
// Unique identifier for a matchmaking rule set. Use this parameter to retrieve
|
|
// all matchmaking configurations that use this rule set.
|
|
RuleSetName *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeMatchmakingConfigurationsInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeMatchmakingConfigurationsInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *DescribeMatchmakingConfigurationsInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "DescribeMatchmakingConfigurationsInput"}
|
|
if s.Limit != nil && *s.Limit < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("Limit", 1))
|
|
}
|
|
if s.NextToken != nil && len(*s.NextToken) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("NextToken", 1))
|
|
}
|
|
if s.RuleSetName != nil && len(*s.RuleSetName) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("RuleSetName", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetLimit sets the Limit field's value.
|
|
func (s *DescribeMatchmakingConfigurationsInput) SetLimit(v int64) *DescribeMatchmakingConfigurationsInput {
|
|
s.Limit = &v
|
|
return s
|
|
}
|
|
|
|
// SetNames sets the Names field's value.
|
|
func (s *DescribeMatchmakingConfigurationsInput) SetNames(v []*string) *DescribeMatchmakingConfigurationsInput {
|
|
s.Names = v
|
|
return s
|
|
}
|
|
|
|
// SetNextToken sets the NextToken field's value.
|
|
func (s *DescribeMatchmakingConfigurationsInput) SetNextToken(v string) *DescribeMatchmakingConfigurationsInput {
|
|
s.NextToken = &v
|
|
return s
|
|
}
|
|
|
|
// SetRuleSetName sets the RuleSetName field's value.
|
|
func (s *DescribeMatchmakingConfigurationsInput) SetRuleSetName(v string) *DescribeMatchmakingConfigurationsInput {
|
|
s.RuleSetName = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurationsOutput
|
|
type DescribeMatchmakingConfigurationsOutput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Collection of requested matchmaking configuration objects.
|
|
Configurations []*MatchmakingConfiguration `type:"list"`
|
|
|
|
// Token that indicates where to resume retrieving results on the next call
|
|
// to this action. If no token is returned, these results represent the end
|
|
// of the list.
|
|
NextToken *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeMatchmakingConfigurationsOutput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeMatchmakingConfigurationsOutput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetConfigurations sets the Configurations field's value.
|
|
func (s *DescribeMatchmakingConfigurationsOutput) SetConfigurations(v []*MatchmakingConfiguration) *DescribeMatchmakingConfigurationsOutput {
|
|
s.Configurations = v
|
|
return s
|
|
}
|
|
|
|
// SetNextToken sets the NextToken field's value.
|
|
func (s *DescribeMatchmakingConfigurationsOutput) SetNextToken(v string) *DescribeMatchmakingConfigurationsOutput {
|
|
s.NextToken = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the input for a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingInput
|
|
type DescribeMatchmakingInput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Unique identifier for a matchmaking ticket. To request all existing tickets,
|
|
// leave this parameter empty.
|
|
//
|
|
// TicketIds is a required field
|
|
TicketIds []*string `type:"list" required:"true"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeMatchmakingInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeMatchmakingInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *DescribeMatchmakingInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "DescribeMatchmakingInput"}
|
|
if s.TicketIds == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("TicketIds"))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetTicketIds sets the TicketIds field's value.
|
|
func (s *DescribeMatchmakingInput) SetTicketIds(v []*string) *DescribeMatchmakingInput {
|
|
s.TicketIds = v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingOutput
|
|
type DescribeMatchmakingOutput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Collection of existing matchmaking ticket objects matching the request.
|
|
TicketList []*MatchmakingTicket `type:"list"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeMatchmakingOutput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeMatchmakingOutput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetTicketList sets the TicketList field's value.
|
|
func (s *DescribeMatchmakingOutput) SetTicketList(v []*MatchmakingTicket) *DescribeMatchmakingOutput {
|
|
s.TicketList = v
|
|
return s
|
|
}
|
|
|
|
// Represents the input for a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSetsInput
|
|
type DescribeMatchmakingRuleSetsInput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Maximum number of results to return. Use this parameter with NextToken to
|
|
// get results as a set of sequential pages.
|
|
Limit *int64 `min:"1" type:"integer"`
|
|
|
|
// Unique identifier for a matchmaking rule set. This name is used to identify
|
|
// the rule set associated with a matchmaking configuration.
|
|
Names []*string `min:"1" type:"list"`
|
|
|
|
// Token that indicates the start of the next sequential page of results. Use
|
|
// the token that is returned with a previous call to this action. To start
|
|
// at the beginning of the result set, do not specify a value.
|
|
NextToken *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeMatchmakingRuleSetsInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeMatchmakingRuleSetsInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *DescribeMatchmakingRuleSetsInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "DescribeMatchmakingRuleSetsInput"}
|
|
if s.Limit != nil && *s.Limit < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("Limit", 1))
|
|
}
|
|
if s.Names != nil && len(s.Names) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("Names", 1))
|
|
}
|
|
if s.NextToken != nil && len(*s.NextToken) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("NextToken", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetLimit sets the Limit field's value.
|
|
func (s *DescribeMatchmakingRuleSetsInput) SetLimit(v int64) *DescribeMatchmakingRuleSetsInput {
|
|
s.Limit = &v
|
|
return s
|
|
}
|
|
|
|
// SetNames sets the Names field's value.
|
|
func (s *DescribeMatchmakingRuleSetsInput) SetNames(v []*string) *DescribeMatchmakingRuleSetsInput {
|
|
s.Names = v
|
|
return s
|
|
}
|
|
|
|
// SetNextToken sets the NextToken field's value.
|
|
func (s *DescribeMatchmakingRuleSetsInput) SetNextToken(v string) *DescribeMatchmakingRuleSetsInput {
|
|
s.NextToken = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSetsOutput
|
|
type DescribeMatchmakingRuleSetsOutput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Token that indicates where to resume retrieving results on the next call
|
|
// to this action. If no token is returned, these results represent the end
|
|
// of the list.
|
|
NextToken *string `min:"1" type:"string"`
|
|
|
|
// Collection of requested matchmaking rule set objects.
|
|
//
|
|
// RuleSets is a required field
|
|
RuleSets []*MatchmakingRuleSet `type:"list" required:"true"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeMatchmakingRuleSetsOutput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeMatchmakingRuleSetsOutput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetNextToken sets the NextToken field's value.
|
|
func (s *DescribeMatchmakingRuleSetsOutput) SetNextToken(v string) *DescribeMatchmakingRuleSetsOutput {
|
|
s.NextToken = &v
|
|
return s
|
|
}
|
|
|
|
// SetRuleSets sets the RuleSets field's value.
|
|
func (s *DescribeMatchmakingRuleSetsOutput) SetRuleSets(v []*MatchmakingRuleSet) *DescribeMatchmakingRuleSetsOutput {
|
|
s.RuleSets = v
|
|
return s
|
|
}
|
|
|
|
// Represents the input for a request action.
|
|
// 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 start
|
|
// at the beginning of the result set, do not specify a value. If a player session
|
|
// ID is specified, this parameter is ignored.
|
|
NextToken *string `min:"1" type:"string"`
|
|
|
|
// Unique identifier for a player to retrieve player sessions for.
|
|
PlayerId *string `min:"1" type:"string"`
|
|
|
|
// Unique identifier for a player session to retrieve.
|
|
PlayerSessionId *string `type:"string"`
|
|
|
|
// Player session status to filter results on.
|
|
//
|
|
// Possible player session statuses include the following:
|
|
//
|
|
// * RESERVED -- The player session request has been received, but the player
|
|
// has not yet connected to the server process and/or been validated.
|
|
//
|
|
// * ACTIVE -- The player has been validated by the server process and is
|
|
// currently connected.
|
|
//
|
|
// * COMPLETED -- The player connection has been dropped.
|
|
//
|
|
// * TIMEDOUT -- A player session request was received, but the player did
|
|
// not connect and/or was not validated within the timeout limit (60 seconds).
|
|
PlayerSessionStatusFilter *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribePlayerSessionsInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribePlayerSessionsInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *DescribePlayerSessionsInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "DescribePlayerSessionsInput"}
|
|
if s.GameSessionId != nil && len(*s.GameSessionId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("GameSessionId", 1))
|
|
}
|
|
if s.Limit != nil && *s.Limit < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("Limit", 1))
|
|
}
|
|
if s.NextToken != nil && len(*s.NextToken) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("NextToken", 1))
|
|
}
|
|
if s.PlayerId != nil && len(*s.PlayerId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1))
|
|
}
|
|
if s.PlayerSessionStatusFilter != nil && len(*s.PlayerSessionStatusFilter) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("PlayerSessionStatusFilter", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetGameSessionId sets the GameSessionId field's value.
|
|
func (s *DescribePlayerSessionsInput) SetGameSessionId(v string) *DescribePlayerSessionsInput {
|
|
s.GameSessionId = &v
|
|
return s
|
|
}
|
|
|
|
// SetLimit sets the Limit field's value.
|
|
func (s *DescribePlayerSessionsInput) SetLimit(v int64) *DescribePlayerSessionsInput {
|
|
s.Limit = &v
|
|
return s
|
|
}
|
|
|
|
// SetNextToken sets the NextToken field's value.
|
|
func (s *DescribePlayerSessionsInput) SetNextToken(v string) *DescribePlayerSessionsInput {
|
|
s.NextToken = &v
|
|
return s
|
|
}
|
|
|
|
// SetPlayerId sets the PlayerId field's value.
|
|
func (s *DescribePlayerSessionsInput) SetPlayerId(v string) *DescribePlayerSessionsInput {
|
|
s.PlayerId = &v
|
|
return s
|
|
}
|
|
|
|
// SetPlayerSessionId sets the PlayerSessionId field's value.
|
|
func (s *DescribePlayerSessionsInput) SetPlayerSessionId(v string) *DescribePlayerSessionsInput {
|
|
s.PlayerSessionId = &v
|
|
return s
|
|
}
|
|
|
|
// SetPlayerSessionStatusFilter sets the PlayerSessionStatusFilter field's value.
|
|
func (s *DescribePlayerSessionsInput) SetPlayerSessionStatusFilter(v string) *DescribePlayerSessionsInput {
|
|
s.PlayerSessionStatusFilter = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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 run-time configuration for.
|
|
//
|
|
// FleetId is a required field
|
|
FleetId *string `type:"string" required:"true"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeRuntimeConfigurationInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeRuntimeConfigurationInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *DescribeRuntimeConfigurationInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "DescribeRuntimeConfigurationInput"}
|
|
if s.FleetId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("FleetId"))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetFleetId sets the FleetId field's value.
|
|
func (s *DescribeRuntimeConfigurationInput) SetFleetId(v string) *DescribeRuntimeConfigurationInput {
|
|
s.FleetId = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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 start
|
|
// at the beginning of the result set, do not specify a value.
|
|
NextToken *string `min:"1" type:"string"`
|
|
|
|
// Scaling policy status to filter results on. A scaling policy is only in force
|
|
// when in an ACTIVE status.
|
|
//
|
|
// * ACTIVE -- The scaling policy is currently in force.
|
|
//
|
|
// * UPDATEREQUESTED -- A request to update the scaling policy has been received.
|
|
//
|
|
// * UPDATING -- A change is being made to the scaling policy.
|
|
//
|
|
// * DELETEREQUESTED -- A request to delete the scaling policy has been received.
|
|
//
|
|
// * DELETING -- The scaling policy is being deleted.
|
|
//
|
|
// * DELETED -- The scaling policy has been deleted.
|
|
//
|
|
// * ERROR -- An error occurred in creating the policy. It should be removed
|
|
// and recreated.
|
|
StatusFilter *string `type:"string" enum:"ScalingStatusType"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeScalingPoliciesInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeScalingPoliciesInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *DescribeScalingPoliciesInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "DescribeScalingPoliciesInput"}
|
|
if s.FleetId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("FleetId"))
|
|
}
|
|
if s.Limit != nil && *s.Limit < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("Limit", 1))
|
|
}
|
|
if s.NextToken != nil && len(*s.NextToken) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("NextToken", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetFleetId sets the FleetId field's value.
|
|
func (s *DescribeScalingPoliciesInput) SetFleetId(v string) *DescribeScalingPoliciesInput {
|
|
s.FleetId = &v
|
|
return s
|
|
}
|
|
|
|
// SetLimit sets the Limit field's value.
|
|
func (s *DescribeScalingPoliciesInput) SetLimit(v int64) *DescribeScalingPoliciesInput {
|
|
s.Limit = &v
|
|
return s
|
|
}
|
|
|
|
// SetNextToken sets the NextToken field's value.
|
|
func (s *DescribeScalingPoliciesInput) SetNextToken(v string) *DescribeScalingPoliciesInput {
|
|
s.NextToken = &v
|
|
return s
|
|
}
|
|
|
|
// SetStatusFilter sets the StatusFilter field's value.
|
|
func (s *DescribeScalingPoliciesInput) SetStatusFilter(v string) *DescribeScalingPoliciesInput {
|
|
s.StatusFilter = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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
|
|
}
|
|
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizationsInput
|
|
type DescribeVpcPeeringAuthorizationsInput struct {
|
|
_ struct{} `type:"structure"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeVpcPeeringAuthorizationsInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeVpcPeeringAuthorizationsInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringAuthorizationsOutput
|
|
type DescribeVpcPeeringAuthorizationsOutput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Collection of objects that describe all valid VPC peering operations for
|
|
// the current AWS account.
|
|
VpcPeeringAuthorizations []*VpcPeeringAuthorization `type:"list"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeVpcPeeringAuthorizationsOutput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeVpcPeeringAuthorizationsOutput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetVpcPeeringAuthorizations sets the VpcPeeringAuthorizations field's value.
|
|
func (s *DescribeVpcPeeringAuthorizationsOutput) SetVpcPeeringAuthorizations(v []*VpcPeeringAuthorization) *DescribeVpcPeeringAuthorizationsOutput {
|
|
s.VpcPeeringAuthorizations = v
|
|
return s
|
|
}
|
|
|
|
// Represents the input for a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnectionsInput
|
|
type DescribeVpcPeeringConnectionsInput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Unique identifier for a fleet.
|
|
FleetId *string `type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeVpcPeeringConnectionsInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeVpcPeeringConnectionsInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetFleetId sets the FleetId field's value.
|
|
func (s *DescribeVpcPeeringConnectionsInput) SetFleetId(v string) *DescribeVpcPeeringConnectionsInput {
|
|
s.FleetId = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeVpcPeeringConnectionsOutput
|
|
type DescribeVpcPeeringConnectionsOutput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Collection of VPC peering connection records that match the request.
|
|
VpcPeeringConnections []*VpcPeeringConnection `type:"list"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s DescribeVpcPeeringConnectionsOutput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s DescribeVpcPeeringConnectionsOutput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetVpcPeeringConnections sets the VpcPeeringConnections field's value.
|
|
func (s *DescribeVpcPeeringConnectionsOutput) SetVpcPeeringConnections(v []*VpcPeeringConnection) *DescribeVpcPeeringConnectionsOutput {
|
|
s.VpcPeeringConnections = v
|
|
return s
|
|
}
|
|
|
|
// Player information for use when creating player sessions using a game session
|
|
// placement request with StartGameSessionPlacement.
|
|
// 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.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
// 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 that involves Amazon GameLift resources (such
|
|
// as a fleet). In addition to tracking activity, event codes and messages can
|
|
// provide additional information for troubleshooting and debugging problems.
|
|
// 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. The following events are currently in use:
|
|
//
|
|
// General events:
|
|
//
|
|
// * GENERIC_EVENT -- An unspecified event has occurred.
|
|
//
|
|
// Fleet creation events:
|
|
//
|
|
// * FLEET_CREATED -- A fleet record was successfully created with a status
|
|
// of NEW. Event messaging includes the fleet ID.
|
|
//
|
|
// * FLEET_STATE_DOWNLOADING -- Fleet status changed from NEW to DOWNLOADING.
|
|
// The compressed build has started downloading to a fleet instance for installation.
|
|
//
|
|
// * FLEET_BINARY_DOWNLOAD_FAILED -- The build failed to download to the
|
|
// fleet instance.
|
|
//
|
|
// * FLEET_CREATION_EXTRACTING_BUILD – The game server build was successfully
|
|
// downloaded to an instance, and the build files are now being extracted
|
|
// from the uploaded build and saved to an instance. Failure at this stage
|
|
// prevents a fleet from moving to ACTIVE status. Logs for this stage display
|
|
// a list of the files that are extracted and saved on the instance. Access
|
|
// the logs by using the URL in PreSignedLogUrl.
|
|
//
|
|
// * FLEET_CREATION_RUNNING_INSTALLER – The game server build files were
|
|
// successfully extracted, and the Amazon GameLift is now running the build's
|
|
// install script (if one is included). Failure in this stage prevents a
|
|
// fleet from moving to ACTIVE status. Logs for this stage list the installation
|
|
// steps and whether or not the install completed successfully. Access the
|
|
// logs by using the URL in PreSignedLogUrl.
|
|
//
|
|
// * FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful,
|
|
// and the Amazon GameLift is now verifying that the game server launch paths,
|
|
// which are specified in the fleet's run-time configuration, exist. If any
|
|
// listed launch path exists, Amazon GameLift tries to launch a game server
|
|
// process and waits for the process to report ready. Failures in this stage
|
|
// prevent a fleet from moving to ACTIVE status. Logs for this stage list
|
|
// the launch paths in the run-time configuration and indicate whether each
|
|
// is found. Access the logs by using the URL in PreSignedLogUrl.
|
|
//
|
|
// * FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING.
|
|
//
|
|
// * FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND -- Validation of the run-time
|
|
// configuration failed because the executable specified in a launch path
|
|
// does not exist on the instance.
|
|
//
|
|
// * FLEET_STATE_BUILDING -- Fleet status changed from VALIDATING to BUILDING.
|
|
//
|
|
// * FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE -- Validation of the run-time
|
|
// configuration failed because the executable specified in a launch path
|
|
// failed to run on the fleet instance.
|
|
//
|
|
// * FLEET_STATE_ACTIVATING -- Fleet status changed from BUILDING to ACTIVATING.
|
|
//
|
|
//
|
|
// * FLEET_ACTIVATION_FAILED - The fleet failed to successfully complete
|
|
// one of the steps in the fleet activation process. This event code indicates
|
|
// that the game build was successfully downloaded to a fleet instance, built,
|
|
// and validated, but was not able to start a server process. A possible
|
|
// reason for failure is that the game server is not reporting "process ready"
|
|
// to the Amazon GameLift service.
|
|
//
|
|
// * FLEET_STATE_ACTIVE -- The fleet's status changed from ACTIVATING to
|
|
// ACTIVE. The fleet is now ready to host game sessions.
|
|
//
|
|
// VPC peering events:
|
|
//
|
|
// * FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established
|
|
// between the VPC for an Amazon GameLift fleet and a VPC in your AWS account.
|
|
//
|
|
// * FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed.
|
|
// Event details and status information (see DescribeVpcPeeringConnections)
|
|
// provide additional detail. A common reason for peering failure is that
|
|
// the two VPCs have overlapping CIDR blocks of IPv4 addresses. To resolve
|
|
// this, change the CIDR block for the VPC in your AWS account. For more
|
|
// information on VPC peering failures, see http://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html
|
|
// (http://docs.aws.amazon.com/AmazonVPC/latest/PeeringGuide/invalid-peering-configurations.html)
|
|
//
|
|
// * FLEET_VPC_PEERING_DELETED -- A VPC peering connection has been successfully
|
|
// deleted.
|
|
//
|
|
// Other fleet events:
|
|
//
|
|
// * FLEET_SCALING_EVENT -- A change was made to the fleet's capacity settings
|
|
// (desired instances, minimum/maximum scaling limits). Event messaging includes
|
|
// the new capacity settings.
|
|
//
|
|
// * FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED -- A change was made
|
|
// to the fleet's game session protection policy setting. Event messaging
|
|
// includes both the old and new policy setting.
|
|
//
|
|
// * FLEET_DELETED -- A request to delete a fleet was initiated.
|
|
EventCode *string `type:"string" enum:"EventCode"`
|
|
|
|
// Unique identifier for a fleet event.
|
|
EventId *string `min:"1" type:"string"`
|
|
|
|
// Time stamp indicating when this event occurred. Format is a number expressed
|
|
// in Unix time as milliseconds (for example "1469498468.057").
|
|
EventTime *time.Time `type:"timestamp" timestampFormat:"unix"`
|
|
|
|
// Additional information related to the event.
|
|
Message *string `min:"1" type:"string"`
|
|
|
|
// Location of stored logs with additional detail that is related to the event.
|
|
// This is useful for debugging issues. The URL is valid for 15 minutes. You
|
|
// can also access fleet creation logs through the Amazon GameLift console.
|
|
PreSignedLogUrl *string `min:"1" type:"string"`
|
|
|
|
// Unique identifier for an event resource, such as a fleet ID.
|
|
ResourceId *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s Event) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s Event) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetEventCode sets the EventCode field's value.
|
|
func (s *Event) SetEventCode(v string) *Event {
|
|
s.EventCode = &v
|
|
return s
|
|
}
|
|
|
|
// SetEventId sets the EventId field's value.
|
|
func (s *Event) SetEventId(v string) *Event {
|
|
s.EventId = &v
|
|
return s
|
|
}
|
|
|
|
// SetEventTime sets the EventTime field's value.
|
|
func (s *Event) SetEventTime(v time.Time) *Event {
|
|
s.EventTime = &v
|
|
return s
|
|
}
|
|
|
|
// SetMessage sets the Message field's value.
|
|
func (s *Event) SetMessage(v string) *Event {
|
|
s.Message = &v
|
|
return s
|
|
}
|
|
|
|
// SetPreSignedLogUrl sets the PreSignedLogUrl field's value.
|
|
func (s *Event) SetPreSignedLogUrl(v string) *Event {
|
|
s.PreSignedLogUrl = &v
|
|
return s
|
|
}
|
|
|
|
// SetResourceId sets the ResourceId field's value.
|
|
func (s *Event) SetResourceId(v string) *Event {
|
|
s.ResourceId = &v
|
|
return s
|
|
}
|
|
|
|
// General properties describing a fleet.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
// 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 automatically
|
|
// uploads logs that are stored on each instance at C:\game\logs (for Windows)
|
|
// or /local/game/logs (for Linux). Use the Amazon GameLift console to access
|
|
// stored logs.
|
|
LogPaths []*string `type:"list"`
|
|
|
|
// Names of metric groups that this fleet is included in. In Amazon CloudWatch,
|
|
// you can view metrics for an individual fleet or aggregated metrics for fleets
|
|
// that are in a fleet metric group. A fleet can be included in only one metric
|
|
// group at a time.
|
|
MetricGroups []*string `type:"list"`
|
|
|
|
// Descriptive label that is associated with a fleet. Fleet names do not need
|
|
// to be unique.
|
|
Name *string `min:"1" type:"string"`
|
|
|
|
// Type of game session protection to set for all new instances started in the
|
|
// fleet.
|
|
//
|
|
// * NoProtection -- The game session can be terminated during a scale-down
|
|
// event.
|
|
//
|
|
// * FullProtection -- If the game session is in an ACTIVE status, it cannot
|
|
// be terminated during a scale-down event.
|
|
NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`
|
|
|
|
// Operating system of the fleet's computing resources. A fleet's operating
|
|
// system depends on the OS specified for the build that is deployed on this
|
|
// fleet.
|
|
OperatingSystem *string `type:"string" enum:"OperatingSystem"`
|
|
|
|
// Fleet policy to limit the number of game sessions an individual player can
|
|
// create over a span of time.
|
|
ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"`
|
|
|
|
// Game server launch parameters specified for fleets created before 2016-08-04
|
|
// (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after
|
|
// this date are specified in the fleet's RuntimeConfiguration.
|
|
ServerLaunchParameters *string `min:"1" type:"string"`
|
|
|
|
// Path to a game server executable in the fleet's build, specified for fleets
|
|
// created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for
|
|
// fleets created after this date are specified in the fleet's RuntimeConfiguration.
|
|
ServerLaunchPath *string `min:"1" type:"string"`
|
|
|
|
// Current status of the fleet.
|
|
//
|
|
// Possible fleet statuses include the following:
|
|
//
|
|
// * NEW -- A new fleet has been defined and desired instances is set to
|
|
// 1.
|
|
//
|
|
// * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting
|
|
// up the new fleet, creating new instances with the game build and starting
|
|
// server processes.
|
|
//
|
|
// * ACTIVE -- Hosts can now accept game sessions.
|
|
//
|
|
// * ERROR -- An error occurred when downloading, validating, building, or
|
|
// activating the fleet.
|
|
//
|
|
// * DELETING -- Hosts are responding to a delete fleet request.
|
|
//
|
|
// * TERMINATED -- The fleet no longer exists.
|
|
Status *string `type:"string" enum:"FleetStatus"`
|
|
|
|
// Time stamp indicating when this data object was terminated. Format is a number
|
|
// expressed in Unix time as milliseconds (for example "1469498468.057").
|
|
TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s FleetAttributes) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s FleetAttributes) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetBuildId sets the BuildId field's value.
|
|
func (s *FleetAttributes) SetBuildId(v string) *FleetAttributes {
|
|
s.BuildId = &v
|
|
return s
|
|
}
|
|
|
|
// SetCreationTime sets the CreationTime field's value.
|
|
func (s *FleetAttributes) SetCreationTime(v time.Time) *FleetAttributes {
|
|
s.CreationTime = &v
|
|
return s
|
|
}
|
|
|
|
// SetDescription sets the Description field's value.
|
|
func (s *FleetAttributes) SetDescription(v string) *FleetAttributes {
|
|
s.Description = &v
|
|
return s
|
|
}
|
|
|
|
// SetFleetArn sets the FleetArn field's value.
|
|
func (s *FleetAttributes) SetFleetArn(v string) *FleetAttributes {
|
|
s.FleetArn = &v
|
|
return s
|
|
}
|
|
|
|
// SetFleetId sets the FleetId field's value.
|
|
func (s *FleetAttributes) SetFleetId(v string) *FleetAttributes {
|
|
s.FleetId = &v
|
|
return s
|
|
}
|
|
|
|
// SetLogPaths sets the LogPaths field's value.
|
|
func (s *FleetAttributes) SetLogPaths(v []*string) *FleetAttributes {
|
|
s.LogPaths = v
|
|
return s
|
|
}
|
|
|
|
// SetMetricGroups sets the MetricGroups field's value.
|
|
func (s *FleetAttributes) SetMetricGroups(v []*string) *FleetAttributes {
|
|
s.MetricGroups = v
|
|
return s
|
|
}
|
|
|
|
// SetName sets the Name field's value.
|
|
func (s *FleetAttributes) SetName(v string) *FleetAttributes {
|
|
s.Name = &v
|
|
return s
|
|
}
|
|
|
|
// SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.
|
|
func (s *FleetAttributes) SetNewGameSessionProtectionPolicy(v string) *FleetAttributes {
|
|
s.NewGameSessionProtectionPolicy = &v
|
|
return s
|
|
}
|
|
|
|
// SetOperatingSystem sets the OperatingSystem field's value.
|
|
func (s *FleetAttributes) SetOperatingSystem(v string) *FleetAttributes {
|
|
s.OperatingSystem = &v
|
|
return s
|
|
}
|
|
|
|
// SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.
|
|
func (s *FleetAttributes) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *FleetAttributes {
|
|
s.ResourceCreationLimitPolicy = v
|
|
return s
|
|
}
|
|
|
|
// SetServerLaunchParameters sets the ServerLaunchParameters field's value.
|
|
func (s *FleetAttributes) SetServerLaunchParameters(v string) *FleetAttributes {
|
|
s.ServerLaunchParameters = &v
|
|
return s
|
|
}
|
|
|
|
// SetServerLaunchPath sets the ServerLaunchPath field's value.
|
|
func (s *FleetAttributes) SetServerLaunchPath(v string) *FleetAttributes {
|
|
s.ServerLaunchPath = &v
|
|
return s
|
|
}
|
|
|
|
// SetStatus sets the Status field's value.
|
|
func (s *FleetAttributes) SetStatus(v string) *FleetAttributes {
|
|
s.Status = &v
|
|
return s
|
|
}
|
|
|
|
// SetTerminationTime sets the TerminationTime field's value.
|
|
func (s *FleetAttributes) SetTerminationTime(v time.Time) *FleetAttributes {
|
|
s.TerminationTime = &v
|
|
return s
|
|
}
|
|
|
|
// Information about the fleet's capacity. Fleet capacity is measured in EC2
|
|
// instances. By default, new fleets have a capacity of one instance, but can
|
|
// be updated as needed. The maximum number of instances for a fleet is determined
|
|
// by the fleet's instance type.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
// 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.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
// 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 that contain information about a game session. When
|
|
// included in a game session request, these properties communicate details
|
|
// to be used when setting up the new game session, such as to specify a game
|
|
// mode, level, or map. Game properties are passed to the game server process
|
|
// when initiating a new game session; the server process uses the properties
|
|
// as appropriate. For more information, see the Amazon GameLift Developer
|
|
// Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create).
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameProperty
|
|
type GameProperty struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Game property identifier.
|
|
//
|
|
// Key is a required field
|
|
Key *string `type:"string" required:"true"`
|
|
|
|
// Game property value.
|
|
//
|
|
// Value is a required field
|
|
Value *string `type:"string" required:"true"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s GameProperty) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s GameProperty) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *GameProperty) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "GameProperty"}
|
|
if s.Key == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("Key"))
|
|
}
|
|
if s.Value == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("Value"))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetKey sets the Key field's value.
|
|
func (s *GameProperty) SetKey(v string) *GameProperty {
|
|
s.Key = &v
|
|
return s
|
|
}
|
|
|
|
// SetValue sets the Value field's value.
|
|
func (s *GameProperty) SetValue(v string) *GameProperty {
|
|
s.Value = &v
|
|
return s
|
|
}
|
|
|
|
// Properties describing a game session.
|
|
//
|
|
// A game session in ACTIVE status can host players. When a game session ends,
|
|
// its status is set to TERMINATED.
|
|
//
|
|
// Once the session ends, the game session object is retained for 30 days. This
|
|
// means you can reuse idempotency token values after this time. Game session
|
|
// logs are retained for 14 days.
|
|
//
|
|
// Game-session-related operations include:
|
|
//
|
|
// * CreateGameSession
|
|
//
|
|
// * DescribeGameSessions
|
|
//
|
|
// * DescribeGameSessionDetails
|
|
//
|
|
// * SearchGameSessions
|
|
//
|
|
// * UpdateGameSession
|
|
//
|
|
// * GetGameSessionLogUrl
|
|
//
|
|
// * Game session placements
|
|
//
|
|
// StartGameSessionPlacement
|
|
//
|
|
// DescribeGameSessionPlacement
|
|
//
|
|
// StopGameSessionPlacement
|
|
// 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 that the game session is running on.
|
|
FleetId *string `type:"string"`
|
|
|
|
// Set of developer-defined properties for a game session, formatted as a set
|
|
// of type:value pairs. These properties are included in the GameSession object,
|
|
// which is passed to the game server with a request to start a new game session
|
|
// (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
|
|
GameProperties []*GameProperty `type:"list"`
|
|
|
|
// Set of developer-defined game session properties, formatted as a single string
|
|
// value. This data is included in the GameSession object, which is passed to
|
|
// the game server with a request to start a new game session (see Start a Game
|
|
// Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
|
|
GameSessionData *string `min:"1" type:"string"`
|
|
|
|
// Unique identifier for the game session. A game session ARN has the following
|
|
// format: arn:aws:gamelift:<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
|
|
}
|
|
|
|
// SetGameSessionData sets the GameSessionData field's value.
|
|
func (s *GameSession) SetGameSessionData(v string) *GameSession {
|
|
s.GameSessionData = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionId sets the GameSessionId field's value.
|
|
func (s *GameSession) SetGameSessionId(v string) *GameSession {
|
|
s.GameSessionId = &v
|
|
return s
|
|
}
|
|
|
|
// SetIpAddress sets the IpAddress field's value.
|
|
func (s *GameSession) SetIpAddress(v string) *GameSession {
|
|
s.IpAddress = &v
|
|
return s
|
|
}
|
|
|
|
// SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.
|
|
func (s *GameSession) SetMaximumPlayerSessionCount(v int64) *GameSession {
|
|
s.MaximumPlayerSessionCount = &v
|
|
return s
|
|
}
|
|
|
|
// SetName sets the Name field's value.
|
|
func (s *GameSession) SetName(v string) *GameSession {
|
|
s.Name = &v
|
|
return s
|
|
}
|
|
|
|
// SetPlayerSessionCreationPolicy sets the PlayerSessionCreationPolicy field's value.
|
|
func (s *GameSession) SetPlayerSessionCreationPolicy(v string) *GameSession {
|
|
s.PlayerSessionCreationPolicy = &v
|
|
return s
|
|
}
|
|
|
|
// SetPort sets the Port field's value.
|
|
func (s *GameSession) SetPort(v int64) *GameSession {
|
|
s.Port = &v
|
|
return s
|
|
}
|
|
|
|
// SetStatus sets the Status field's value.
|
|
func (s *GameSession) SetStatus(v string) *GameSession {
|
|
s.Status = &v
|
|
return s
|
|
}
|
|
|
|
// SetTerminationTime sets the TerminationTime field's value.
|
|
func (s *GameSession) SetTerminationTime(v time.Time) *GameSession {
|
|
s.TerminationTime = &v
|
|
return s
|
|
}
|
|
|
|
// Connection information for the new game session that is created with matchmaking.
|
|
// (with StartMatchmaking). Once a match is set, the FlexMatch engine places
|
|
// the match and creates a new game session for it. This information, including
|
|
// the game session endpoint and player sessions for each player in the original
|
|
// matchmaking request, is added to the MatchmakingTicket, which can be retrieved
|
|
// by calling DescribeMatchmaking.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/GameSessionConnectionInfo
|
|
type GameSessionConnectionInfo struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
|
|
// that is assigned to a game session and uniquely identifies it.
|
|
GameSessionArn *string `min:"1" type:"string"`
|
|
|
|
// IP address of the game session. To connect to a Amazon GameLift game server,
|
|
// an app needs both the IP address and port number.
|
|
IpAddress *string `type:"string"`
|
|
|
|
// Collection of player session IDs, one for each player ID that was included
|
|
// in the original matchmaking request.
|
|
MatchedPlayerSessions []*MatchedPlayerSession `type:"list"`
|
|
|
|
// Port number for the game session. To connect to a Amazon GameLift game server,
|
|
// an app needs both the IP address and port number.
|
|
Port *int64 `min:"1" type:"integer"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s GameSessionConnectionInfo) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s GameSessionConnectionInfo) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetGameSessionArn sets the GameSessionArn field's value.
|
|
func (s *GameSessionConnectionInfo) SetGameSessionArn(v string) *GameSessionConnectionInfo {
|
|
s.GameSessionArn = &v
|
|
return s
|
|
}
|
|
|
|
// SetIpAddress sets the IpAddress field's value.
|
|
func (s *GameSessionConnectionInfo) SetIpAddress(v string) *GameSessionConnectionInfo {
|
|
s.IpAddress = &v
|
|
return s
|
|
}
|
|
|
|
// SetMatchedPlayerSessions sets the MatchedPlayerSessions field's value.
|
|
func (s *GameSessionConnectionInfo) SetMatchedPlayerSessions(v []*MatchedPlayerSession) *GameSessionConnectionInfo {
|
|
s.MatchedPlayerSessions = v
|
|
return s
|
|
}
|
|
|
|
// SetPort sets the Port field's value.
|
|
func (s *GameSessionConnectionInfo) SetPort(v int64) *GameSessionConnectionInfo {
|
|
s.Port = &v
|
|
return s
|
|
}
|
|
|
|
// A game session's properties plus the protection policy currently in force.
|
|
// 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, formatted as a set
|
|
// of type:value pairs. These properties are included in the GameSession object,
|
|
// which is passed to the game server with a request to start a new game session
|
|
// (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
|
|
GameProperties []*GameProperty `type:"list"`
|
|
|
|
// Identifier for the game session created by this placement request. This value
|
|
// is set once the new game session is placed (placement status is FULFILLED).
|
|
// This identifier is unique across all regions. You can use this value as a
|
|
// GameSessionId value as needed.
|
|
GameSessionArn *string `min:"1" type:"string"`
|
|
|
|
// Set of developer-defined game session properties, formatted as a single string
|
|
// value. This data is included in the GameSession object, which is passed to
|
|
// the game server with a request to start a new game session (see Start a Game
|
|
// Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
|
|
GameSessionData *string `min:"1" type:"string"`
|
|
|
|
// Unique identifier for the game session. This value is set once the new game
|
|
// session is placed (placement status is FULFILLED).
|
|
GameSessionId *string `min:"1" type:"string"`
|
|
|
|
// Descriptive label that is associated with a game session. Session names do
|
|
// not need to be unique.
|
|
GameSessionName *string `min:"1" type:"string"`
|
|
|
|
// Descriptive label that is associated with game session queue. Queue names
|
|
// must be unique within each region.
|
|
GameSessionQueueName *string `min:"1" type:"string"`
|
|
|
|
// Name of the region where the game session created by this placement request
|
|
// is running. This value is set once the new game session is placed (placement
|
|
// status is FULFILLED).
|
|
GameSessionRegion *string `min:"1" type:"string"`
|
|
|
|
// IP address of the game session. To connect to a Amazon GameLift game server,
|
|
// an app needs both the IP address and port number. This value is set once
|
|
// the new game session is placed (placement status is FULFILLED).
|
|
IpAddress *string `type:"string"`
|
|
|
|
// Maximum number of players that can be connected simultaneously to the game
|
|
// session.
|
|
MaximumPlayerSessionCount *int64 `type:"integer"`
|
|
|
|
// Collection of information on player sessions created in response to the game
|
|
// session placement request. These player sessions are created only once a
|
|
// new game session is successfully placed (placement status is FULFILLED).
|
|
// This information includes the player ID (as provided in the placement request)
|
|
// and the corresponding player session ID. Retrieve full player sessions by
|
|
// calling DescribePlayerSessions with the player session ID.
|
|
PlacedPlayerSessions []*PlacedPlayerSession `type:"list"`
|
|
|
|
// Unique identifier for a game session placement.
|
|
PlacementId *string `min:"1" type:"string"`
|
|
|
|
// Set of values, expressed in milliseconds, indicating the amount of latency
|
|
// that a player experiences when connected to AWS regions.
|
|
PlayerLatencies []*PlayerLatency `type:"list"`
|
|
|
|
// Port number for the game session. To connect to a Amazon GameLift game server,
|
|
// an app needs both the IP address and port number. This value is set once
|
|
// the new game session is placed (placement status is FULFILLED).
|
|
Port *int64 `min:"1" type:"integer"`
|
|
|
|
// Time stamp indicating when this request was placed in the queue. Format is
|
|
// a number expressed in Unix time as milliseconds (for example "1469498468.057").
|
|
StartTime *time.Time `type:"timestamp" timestampFormat:"unix"`
|
|
|
|
// Current status of the game session placement request.
|
|
//
|
|
// * PENDING -- The placement request is currently in the queue waiting to
|
|
// be processed.
|
|
//
|
|
// * FULFILLED -- A new game session and player sessions (if requested) have
|
|
// been successfully created. Values for GameSessionArn and GameSessionRegion
|
|
// are available.
|
|
//
|
|
// * CANCELLED -- The placement request was canceled with a call to StopGameSessionPlacement.
|
|
//
|
|
// * TIMED_OUT -- A new game session was not successfully created before
|
|
// the time limit expired. You can resubmit the placement request as needed.
|
|
Status *string `type:"string" enum:"GameSessionPlacementState"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s GameSessionPlacement) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s GameSessionPlacement) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetEndTime sets the EndTime field's value.
|
|
func (s *GameSessionPlacement) SetEndTime(v time.Time) *GameSessionPlacement {
|
|
s.EndTime = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameProperties sets the GameProperties field's value.
|
|
func (s *GameSessionPlacement) SetGameProperties(v []*GameProperty) *GameSessionPlacement {
|
|
s.GameProperties = v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionArn sets the GameSessionArn field's value.
|
|
func (s *GameSessionPlacement) SetGameSessionArn(v string) *GameSessionPlacement {
|
|
s.GameSessionArn = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionData sets the GameSessionData field's value.
|
|
func (s *GameSessionPlacement) SetGameSessionData(v string) *GameSessionPlacement {
|
|
s.GameSessionData = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionId sets the GameSessionId field's value.
|
|
func (s *GameSessionPlacement) SetGameSessionId(v string) *GameSessionPlacement {
|
|
s.GameSessionId = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionName sets the GameSessionName field's value.
|
|
func (s *GameSessionPlacement) SetGameSessionName(v string) *GameSessionPlacement {
|
|
s.GameSessionName = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionQueueName sets the GameSessionQueueName field's value.
|
|
func (s *GameSessionPlacement) SetGameSessionQueueName(v string) *GameSessionPlacement {
|
|
s.GameSessionQueueName = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionRegion sets the GameSessionRegion field's value.
|
|
func (s *GameSessionPlacement) SetGameSessionRegion(v string) *GameSessionPlacement {
|
|
s.GameSessionRegion = &v
|
|
return s
|
|
}
|
|
|
|
// SetIpAddress sets the IpAddress field's value.
|
|
func (s *GameSessionPlacement) SetIpAddress(v string) *GameSessionPlacement {
|
|
s.IpAddress = &v
|
|
return s
|
|
}
|
|
|
|
// SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.
|
|
func (s *GameSessionPlacement) SetMaximumPlayerSessionCount(v int64) *GameSessionPlacement {
|
|
s.MaximumPlayerSessionCount = &v
|
|
return s
|
|
}
|
|
|
|
// SetPlacedPlayerSessions sets the PlacedPlayerSessions field's value.
|
|
func (s *GameSessionPlacement) SetPlacedPlayerSessions(v []*PlacedPlayerSession) *GameSessionPlacement {
|
|
s.PlacedPlayerSessions = v
|
|
return s
|
|
}
|
|
|
|
// SetPlacementId sets the PlacementId field's value.
|
|
func (s *GameSessionPlacement) SetPlacementId(v string) *GameSessionPlacement {
|
|
s.PlacementId = &v
|
|
return s
|
|
}
|
|
|
|
// SetPlayerLatencies sets the PlayerLatencies field's value.
|
|
func (s *GameSessionPlacement) SetPlayerLatencies(v []*PlayerLatency) *GameSessionPlacement {
|
|
s.PlayerLatencies = v
|
|
return s
|
|
}
|
|
|
|
// SetPort sets the Port field's value.
|
|
func (s *GameSessionPlacement) SetPort(v int64) *GameSessionPlacement {
|
|
s.Port = &v
|
|
return s
|
|
}
|
|
|
|
// SetStartTime sets the StartTime field's value.
|
|
func (s *GameSessionPlacement) SetStartTime(v time.Time) *GameSessionPlacement {
|
|
s.StartTime = &v
|
|
return s
|
|
}
|
|
|
|
// SetStatus sets the Status field's value.
|
|
func (s *GameSessionPlacement) SetStatus(v string) *GameSessionPlacement {
|
|
s.Status = &v
|
|
return s
|
|
}
|
|
|
|
// Configuration of a queue that is used to process game session placement requests.
|
|
// The queue configuration identifies several game features:
|
|
//
|
|
// * The destinations where a new game session can potentially be hosted.
|
|
// Amazon GameLift tries these destinations in an order based on either the
|
|
// queue's default order or player latency information, if provided in a
|
|
// placement request. With latency information, Amazon GameLift can place
|
|
// game sessions where the majority of players are reporting the lowest possible
|
|
// latency.
|
|
//
|
|
// * The length of time that placement requests can wait in the queue before
|
|
// timing out.
|
|
//
|
|
// * A set of optional latency policies that protect individual players from
|
|
// high latencies, preventing game sessions from being placed where any individual
|
|
// player is reporting latency higher than a policy's maximum.
|
|
//
|
|
// Queue-related operations include:
|
|
//
|
|
// * CreateGameSessionQueue
|
|
//
|
|
// * DescribeGameSessionQueues
|
|
//
|
|
// * UpdateGameSessionQueue
|
|
//
|
|
// * DeleteGameSessionQueue
|
|
// 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/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 game session queue. Queue names
|
|
// must be unique within each region.
|
|
Name *string `min:"1" type:"string"`
|
|
|
|
// Collection of latency policies to apply when processing game sessions placement
|
|
// requests with player latency information. Multiple policies are evaluated
|
|
// in order of the maximum latency value, starting with the lowest latency values.
|
|
// With just one policy, it is enforced at the start of the game session placement
|
|
// for the duration period. With multiple policies, each policy is enforced
|
|
// consecutively for its duration period. For example, a queue might enforce
|
|
// a 60-second policy followed by a 120-second policy, and then no policy for
|
|
// the remainder of the placement.
|
|
PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"`
|
|
|
|
// Maximum time, in seconds, that a new game session placement request remains
|
|
// in the queue. When a request exceeds this time, the game session placement
|
|
// changes to a TIMED_OUT status.
|
|
TimeoutInSeconds *int64 `type:"integer"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s GameSessionQueue) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s GameSessionQueue) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetDestinations sets the Destinations field's value.
|
|
func (s *GameSessionQueue) SetDestinations(v []*GameSessionQueueDestination) *GameSessionQueue {
|
|
s.Destinations = v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionQueueArn sets the GameSessionQueueArn field's value.
|
|
func (s *GameSessionQueue) SetGameSessionQueueArn(v string) *GameSessionQueue {
|
|
s.GameSessionQueueArn = &v
|
|
return s
|
|
}
|
|
|
|
// SetName sets the Name field's value.
|
|
func (s *GameSessionQueue) SetName(v string) *GameSessionQueue {
|
|
s.Name = &v
|
|
return s
|
|
}
|
|
|
|
// SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.
|
|
func (s *GameSessionQueue) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *GameSessionQueue {
|
|
s.PlayerLatencyPolicies = v
|
|
return s
|
|
}
|
|
|
|
// SetTimeoutInSeconds sets the TimeoutInSeconds field's value.
|
|
func (s *GameSessionQueue) SetTimeoutInSeconds(v int64) *GameSessionQueue {
|
|
s.TimeoutInSeconds = &v
|
|
return s
|
|
}
|
|
|
|
// Fleet designated in a game session queue. Requests for new game sessions
|
|
// in the queue are fulfilled by starting a new game session on any destination
|
|
// configured for a queue.
|
|
//
|
|
// Queue-related operations include:
|
|
//
|
|
// * CreateGameSessionQueue
|
|
//
|
|
// * DescribeGameSessionQueues
|
|
//
|
|
// * UpdateGameSessionQueue
|
|
//
|
|
// * DeleteGameSessionQueue
|
|
// 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 may contain 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 run-time configuration.
|
|
//
|
|
// * ACTIVE -- The instance has been successfully created and at least one
|
|
// server process has successfully launched and reported back to Amazon GameLift
|
|
// that it is ready to host a game session. The instance is now considered
|
|
// ready to host game sessions.
|
|
//
|
|
// * TERMINATING -- The instance is in the process of shutting down. This
|
|
// may happen to reduce capacity during a scaling down event or to recycle
|
|
// resources in the event of a problem.
|
|
Status *string `type:"string" enum:"InstanceStatus"`
|
|
|
|
// EC2 instance type that defines the computing resources of this instance.
|
|
Type *string `type:"string" enum:"EC2InstanceType"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s Instance) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s Instance) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetCreationTime sets the CreationTime field's value.
|
|
func (s *Instance) SetCreationTime(v time.Time) *Instance {
|
|
s.CreationTime = &v
|
|
return s
|
|
}
|
|
|
|
// SetFleetId sets the FleetId field's value.
|
|
func (s *Instance) SetFleetId(v string) *Instance {
|
|
s.FleetId = &v
|
|
return s
|
|
}
|
|
|
|
// SetInstanceId sets the InstanceId field's value.
|
|
func (s *Instance) SetInstanceId(v string) *Instance {
|
|
s.InstanceId = &v
|
|
return s
|
|
}
|
|
|
|
// SetIpAddress sets the IpAddress field's value.
|
|
func (s *Instance) SetIpAddress(v string) *Instance {
|
|
s.IpAddress = &v
|
|
return s
|
|
}
|
|
|
|
// SetOperatingSystem sets the OperatingSystem field's value.
|
|
func (s *Instance) SetOperatingSystem(v string) *Instance {
|
|
s.OperatingSystem = &v
|
|
return s
|
|
}
|
|
|
|
// SetStatus sets the Status field's value.
|
|
func (s *Instance) SetStatus(v string) *Instance {
|
|
s.Status = &v
|
|
return s
|
|
}
|
|
|
|
// SetType sets the Type field's value.
|
|
func (s *Instance) SetType(v string) *Instance {
|
|
s.Type = &v
|
|
return s
|
|
}
|
|
|
|
// Information required to remotely connect to a fleet instance. Access is requested
|
|
// by calling GetInstanceAccess.
|
|
// 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 start
|
|
// at the beginning of the result set, do not specify a value.
|
|
NextToken *string `min:"1" type:"string"`
|
|
|
|
// Type of routing to filter results on. Use this parameter to retrieve only
|
|
// aliases of a certain type. To retrieve all aliases, leave this parameter
|
|
// empty.
|
|
//
|
|
// Possible routing types include the following:
|
|
//
|
|
// * SIMPLE -- The alias resolves to one specific fleet. Use this type when
|
|
// routing to active fleets.
|
|
//
|
|
// * TERMINAL -- The alias does not resolve to a fleet but instead can be
|
|
// used to display a message to the user. A terminal alias throws a TerminalRoutingStrategyException
|
|
// with the RoutingStrategy message embedded.
|
|
RoutingStrategyType *string `type:"string" enum:"RoutingStrategyType"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s ListAliasesInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s ListAliasesInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *ListAliasesInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "ListAliasesInput"}
|
|
if s.Limit != nil && *s.Limit < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("Limit", 1))
|
|
}
|
|
if s.Name != nil && len(*s.Name) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("Name", 1))
|
|
}
|
|
if s.NextToken != nil && len(*s.NextToken) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("NextToken", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetLimit sets the Limit field's value.
|
|
func (s *ListAliasesInput) SetLimit(v int64) *ListAliasesInput {
|
|
s.Limit = &v
|
|
return s
|
|
}
|
|
|
|
// SetName sets the Name field's value.
|
|
func (s *ListAliasesInput) SetName(v string) *ListAliasesInput {
|
|
s.Name = &v
|
|
return s
|
|
}
|
|
|
|
// SetNextToken sets the NextToken field's value.
|
|
func (s *ListAliasesInput) SetNextToken(v string) *ListAliasesInput {
|
|
s.NextToken = &v
|
|
return s
|
|
}
|
|
|
|
// SetRoutingStrategyType sets the RoutingStrategyType field's value.
|
|
func (s *ListAliasesInput) SetRoutingStrategyType(v string) *ListAliasesInput {
|
|
s.RoutingStrategyType = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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 start
|
|
// at the beginning of the result set, do not specify a value.
|
|
NextToken *string `min:"1" type:"string"`
|
|
|
|
// Build status to filter results by. To retrieve all builds, leave this parameter
|
|
// empty.
|
|
//
|
|
// Possible build statuses include the following:
|
|
//
|
|
// * INITIALIZED -- A new build has been defined, but no files have been
|
|
// uploaded. You cannot create fleets for builds that are in this status.
|
|
// When a build is successfully created, the build status is set to this
|
|
// value.
|
|
//
|
|
// * READY -- The game build has been successfully uploaded. You can now
|
|
// create new fleets for this build.
|
|
//
|
|
// * FAILED -- The game build upload failed. You cannot create new fleets
|
|
// for this build.
|
|
Status *string `type:"string" enum:"BuildStatus"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s ListBuildsInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s ListBuildsInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *ListBuildsInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "ListBuildsInput"}
|
|
if s.Limit != nil && *s.Limit < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("Limit", 1))
|
|
}
|
|
if s.NextToken != nil && len(*s.NextToken) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("NextToken", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetLimit sets the Limit field's value.
|
|
func (s *ListBuildsInput) SetLimit(v int64) *ListBuildsInput {
|
|
s.Limit = &v
|
|
return s
|
|
}
|
|
|
|
// SetNextToken sets the NextToken field's value.
|
|
func (s *ListBuildsInput) SetNextToken(v string) *ListBuildsInput {
|
|
s.NextToken = &v
|
|
return s
|
|
}
|
|
|
|
// SetStatus sets the Status field's value.
|
|
func (s *ListBuildsInput) SetStatus(v string) *ListBuildsInput {
|
|
s.Status = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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 start
|
|
// at the beginning of the result set, do not specify a value.
|
|
NextToken *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s ListFleetsInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s ListFleetsInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *ListFleetsInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "ListFleetsInput"}
|
|
if s.Limit != nil && *s.Limit < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("Limit", 1))
|
|
}
|
|
if s.NextToken != nil && len(*s.NextToken) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("NextToken", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetBuildId sets the BuildId field's value.
|
|
func (s *ListFleetsInput) SetBuildId(v string) *ListFleetsInput {
|
|
s.BuildId = &v
|
|
return s
|
|
}
|
|
|
|
// SetLimit sets the Limit field's value.
|
|
func (s *ListFleetsInput) SetLimit(v int64) *ListFleetsInput {
|
|
s.Limit = &v
|
|
return s
|
|
}
|
|
|
|
// SetNextToken sets the NextToken field's value.
|
|
func (s *ListFleetsInput) SetNextToken(v string) *ListFleetsInput {
|
|
s.NextToken = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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
|
|
}
|
|
|
|
// Represents a new player session that is created as a result of a successful
|
|
// FlexMatch match. A successful match automatically creates new player sessions
|
|
// for every player ID in the original matchmaking request.
|
|
//
|
|
// When players connect to the match's game session, they must include both
|
|
// player ID and player session ID in order to claim their assigned player slot.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchedPlayerSession
|
|
type MatchedPlayerSession struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Unique identifier for a player
|
|
PlayerId *string `min:"1" type:"string"`
|
|
|
|
// Unique identifier for a player session
|
|
PlayerSessionId *string `type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s MatchedPlayerSession) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s MatchedPlayerSession) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetPlayerId sets the PlayerId field's value.
|
|
func (s *MatchedPlayerSession) SetPlayerId(v string) *MatchedPlayerSession {
|
|
s.PlayerId = &v
|
|
return s
|
|
}
|
|
|
|
// SetPlayerSessionId sets the PlayerSessionId field's value.
|
|
func (s *MatchedPlayerSession) SetPlayerSessionId(v string) *MatchedPlayerSession {
|
|
s.PlayerSessionId = &v
|
|
return s
|
|
}
|
|
|
|
// Guidelines for use with FlexMatch to match players into games. All matchmaking
|
|
// requests must specify a matchmaking configuration.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchmakingConfiguration
|
|
type MatchmakingConfiguration struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Flag that determines whether or not a match that was created with this configuration
|
|
// must be accepted by the matched players. To require acceptance, set to TRUE.
|
|
AcceptanceRequired *bool `type:"boolean"`
|
|
|
|
// Length of time (in seconds) to wait for players to accept a proposed match.
|
|
// If any player rejects the match or fails to accept before the timeout, the
|
|
// ticket continues to look for an acceptable match.
|
|
AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"`
|
|
|
|
// Number of player slots in a match to keep open for future players. For example,
|
|
// if the configuration's rule set specifies a match for a single 12-person
|
|
// team, and the additional player count is set to 2, only 10 players are selected
|
|
// for the match.
|
|
AdditionalPlayerCount *int64 `type:"integer"`
|
|
|
|
// Time stamp indicating when this data object was created. Format is a number
|
|
// expressed in Unix time as milliseconds (for example "1469498468.057").
|
|
CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
|
|
|
|
// Information to attached to all events related to the matchmaking configuration.
|
|
CustomEventData *string `type:"string"`
|
|
|
|
// Descriptive label that is associated with matchmaking configuration.
|
|
Description *string `min:"1" type:"string"`
|
|
|
|
// Set of developer-defined properties for a game session, formatted as a set
|
|
// of type:value pairs. These properties are included in the GameSession object,
|
|
// which is passed to the game server with a request to start a new game session
|
|
// (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
|
|
// This information is added to the new GameSession object that is created for
|
|
// a successful match.
|
|
GameProperties []*GameProperty `type:"list"`
|
|
|
|
// Set of developer-defined game session properties, formatted as a single string
|
|
// value. This data is included in the GameSession object, which is passed to
|
|
// the game server with a request to start a new game session (see Start a Game
|
|
// Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
|
|
// This information is added to the new GameSession object that is created for
|
|
// a successful match.
|
|
GameSessionData *string `min:"1" type:"string"`
|
|
|
|
// Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
|
|
// that is assigned to a game session queue and uniquely identifies it. Format
|
|
// is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
|
// These queues are used when placing game sessions for matches that are created
|
|
// with this matchmaking configuration. Queues can be located in any region.
|
|
GameSessionQueueArns []*string `type:"list"`
|
|
|
|
// Unique identifier for a matchmaking configuration. This name is used to identify
|
|
// the configuration associated with a matchmaking request or ticket.
|
|
Name *string `min:"1" type:"string"`
|
|
|
|
// SNS topic ARN that is set up to receive matchmaking notifications.
|
|
NotificationTarget *string `type:"string"`
|
|
|
|
// Maximum duration, in seconds, that a matchmaking ticket can remain in process
|
|
// before timing out. Requests that time out can be resubmitted as needed.
|
|
RequestTimeoutSeconds *int64 `min:"1" type:"integer"`
|
|
|
|
// Unique identifier for a matchmaking rule set to use with this configuration.
|
|
// A matchmaking configuration can only use rule sets that are defined in the
|
|
// same region.
|
|
RuleSetName *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s MatchmakingConfiguration) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s MatchmakingConfiguration) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetAcceptanceRequired sets the AcceptanceRequired field's value.
|
|
func (s *MatchmakingConfiguration) SetAcceptanceRequired(v bool) *MatchmakingConfiguration {
|
|
s.AcceptanceRequired = &v
|
|
return s
|
|
}
|
|
|
|
// SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value.
|
|
func (s *MatchmakingConfiguration) SetAcceptanceTimeoutSeconds(v int64) *MatchmakingConfiguration {
|
|
s.AcceptanceTimeoutSeconds = &v
|
|
return s
|
|
}
|
|
|
|
// SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value.
|
|
func (s *MatchmakingConfiguration) SetAdditionalPlayerCount(v int64) *MatchmakingConfiguration {
|
|
s.AdditionalPlayerCount = &v
|
|
return s
|
|
}
|
|
|
|
// SetCreationTime sets the CreationTime field's value.
|
|
func (s *MatchmakingConfiguration) SetCreationTime(v time.Time) *MatchmakingConfiguration {
|
|
s.CreationTime = &v
|
|
return s
|
|
}
|
|
|
|
// SetCustomEventData sets the CustomEventData field's value.
|
|
func (s *MatchmakingConfiguration) SetCustomEventData(v string) *MatchmakingConfiguration {
|
|
s.CustomEventData = &v
|
|
return s
|
|
}
|
|
|
|
// SetDescription sets the Description field's value.
|
|
func (s *MatchmakingConfiguration) SetDescription(v string) *MatchmakingConfiguration {
|
|
s.Description = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameProperties sets the GameProperties field's value.
|
|
func (s *MatchmakingConfiguration) SetGameProperties(v []*GameProperty) *MatchmakingConfiguration {
|
|
s.GameProperties = v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionData sets the GameSessionData field's value.
|
|
func (s *MatchmakingConfiguration) SetGameSessionData(v string) *MatchmakingConfiguration {
|
|
s.GameSessionData = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionQueueArns sets the GameSessionQueueArns field's value.
|
|
func (s *MatchmakingConfiguration) SetGameSessionQueueArns(v []*string) *MatchmakingConfiguration {
|
|
s.GameSessionQueueArns = v
|
|
return s
|
|
}
|
|
|
|
// SetName sets the Name field's value.
|
|
func (s *MatchmakingConfiguration) SetName(v string) *MatchmakingConfiguration {
|
|
s.Name = &v
|
|
return s
|
|
}
|
|
|
|
// SetNotificationTarget sets the NotificationTarget field's value.
|
|
func (s *MatchmakingConfiguration) SetNotificationTarget(v string) *MatchmakingConfiguration {
|
|
s.NotificationTarget = &v
|
|
return s
|
|
}
|
|
|
|
// SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value.
|
|
func (s *MatchmakingConfiguration) SetRequestTimeoutSeconds(v int64) *MatchmakingConfiguration {
|
|
s.RequestTimeoutSeconds = &v
|
|
return s
|
|
}
|
|
|
|
// SetRuleSetName sets the RuleSetName field's value.
|
|
func (s *MatchmakingConfiguration) SetRuleSetName(v string) *MatchmakingConfiguration {
|
|
s.RuleSetName = &v
|
|
return s
|
|
}
|
|
|
|
// Set of rule statements, used with FlexMatch, that determine how to build
|
|
// a certain kind of player match. Each rule set describes a type of group to
|
|
// be created and defines the parameters for acceptable player matches. Rule
|
|
// sets are used in MatchmakingConfiguration objects.
|
|
//
|
|
// A rule set may define the following elements for a match. For detailed information
|
|
// and examples showing how to construct a rule set, see Create Matchmaking
|
|
// Rules for Your Game (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-rules.html).
|
|
//
|
|
// * Teams -- Required. A rule set must define one or multiple teams for
|
|
// the match and set minimum and maximum team sizes. For example, a rule
|
|
// set might describe a 4x4 match that requires all eight slots to be filled.
|
|
//
|
|
//
|
|
// * Player attributes -- Optional. These attributes specify a set of player
|
|
// characteristics to evaluate when looking for a match. Matchmaking requests
|
|
// that use a rule set with player attributes must provide the corresponding
|
|
// attribute values. For example, an attribute might specify a player's skill
|
|
// or level.
|
|
//
|
|
// * Rules -- Optional. Rules define how to evaluate potential players for
|
|
// a match based on player attributes. A rule might specify minimum requirements
|
|
// for individual players--such as each player must meet a certain skill
|
|
// level, or may describe an entire group--such as all teams must be evenly
|
|
// matched or have at least one player in a certain role.
|
|
//
|
|
// * Expansions -- Optional. Expansions allow you to relax the rules after
|
|
// a period of time if no acceptable matches are found. This feature lets
|
|
// you balance getting players into games in a reasonable amount of time
|
|
// instead of making them wait indefinitely for the best possible match.
|
|
// For example, you might use an expansion to increase the maximum skill
|
|
// variance between players after 30 seconds.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchmakingRuleSet
|
|
type MatchmakingRuleSet struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Time stamp indicating when this data object was created. Format is a number
|
|
// expressed in Unix time as milliseconds (for example "1469498468.057").
|
|
CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
|
|
|
|
// Collection of matchmaking rules, formatted as a JSON string. (Note that comments14
|
|
// are not allowed in JSON, but most elements support a description field.)
|
|
//
|
|
// RuleSetBody is a required field
|
|
RuleSetBody *string `min:"1" type:"string" required:"true"`
|
|
|
|
// Unique identifier for a matchmaking rule set
|
|
RuleSetName *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s MatchmakingRuleSet) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s MatchmakingRuleSet) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetCreationTime sets the CreationTime field's value.
|
|
func (s *MatchmakingRuleSet) SetCreationTime(v time.Time) *MatchmakingRuleSet {
|
|
s.CreationTime = &v
|
|
return s
|
|
}
|
|
|
|
// SetRuleSetBody sets the RuleSetBody field's value.
|
|
func (s *MatchmakingRuleSet) SetRuleSetBody(v string) *MatchmakingRuleSet {
|
|
s.RuleSetBody = &v
|
|
return s
|
|
}
|
|
|
|
// SetRuleSetName sets the RuleSetName field's value.
|
|
func (s *MatchmakingRuleSet) SetRuleSetName(v string) *MatchmakingRuleSet {
|
|
s.RuleSetName = &v
|
|
return s
|
|
}
|
|
|
|
// Ticket generated to track the progress of a matchmaking request. Each ticket
|
|
// is uniquely identified by a ticket ID, supplied by the requester, when creating
|
|
// a matchmaking request with StartMatchmaking. Tickets can be retrieved by
|
|
// calling DescribeMatchmaking with the ticket ID.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/MatchmakingTicket
|
|
type MatchmakingTicket struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking
|
|
// configurations determine how players are grouped into a match and how a new
|
|
// game session is created for the match.
|
|
ConfigurationName *string `min:"1" type:"string"`
|
|
|
|
// Time stamp indicating when the matchmaking request stopped being processed
|
|
// due to successful completion, timeout, or cancellation. Format is a number
|
|
// expressed in Unix time as milliseconds (for example "1469498468.057").
|
|
EndTime *time.Time `type:"timestamp" timestampFormat:"unix"`
|
|
|
|
// Average amount of time (in seconds) that players are currently waiting for
|
|
// a match. If there is not enough recent data, this property may be empty.
|
|
EstimatedWaitTime *int64 `type:"integer"`
|
|
|
|
// Identifier and connection information of the game session created for the
|
|
// match. This information is added to the ticket only after the matchmaking
|
|
// request has been successfully completed.
|
|
GameSessionConnectionInfo *GameSessionConnectionInfo `type:"structure"`
|
|
|
|
// A set of Player objects, each representing a player to find matches for.
|
|
// Players are identified by a unique player ID and may include latency data
|
|
// for use during matchmaking. If the ticket is in status COMPLETED, the Player
|
|
// objects include the team the players were assigned to in the resulting match.
|
|
Players []*Player `type:"list"`
|
|
|
|
// Time stamp indicating when this matchmaking request was received. Format
|
|
// is a number expressed in Unix time as milliseconds (for example "1469498468.057").
|
|
StartTime *time.Time `type:"timestamp" timestampFormat:"unix"`
|
|
|
|
// Current status of the matchmaking request.
|
|
//
|
|
// * QUEUED -- The matchmaking request has been received and is currently
|
|
// waiting to be processed.
|
|
//
|
|
// * SEARCHING -- The matchmaking request is currently being processed.
|
|
//
|
|
// * REQUIRES_ACCEPTANCE -- A match has been proposed and the players must
|
|
// accept the match (see AcceptMatch). This status is used only with requests
|
|
// that use a matchmaking configuration with a player acceptance requirement.
|
|
//
|
|
// * PLACING -- The FlexMatch engine has matched players and is in the process
|
|
// of placing a new game session for the match.
|
|
//
|
|
// * COMPLETED -- Players have been matched and a game session is ready to
|
|
// host the players. A ticket in this state contains the necessary connection
|
|
// information for players.
|
|
//
|
|
// * FAILED -- The matchmaking request was not completed. Tickets with players
|
|
// who fail to accept a proposed match are placed in FAILED status; new matchmaking
|
|
// requests can be submitted for these players.
|
|
//
|
|
// * CANCELLED -- The matchmaking request was canceled with a call to StopMatchmaking.
|
|
//
|
|
// * TIMED_OUT -- The matchmaking request was not completed within the duration
|
|
// specified in the matchmaking configuration. Matchmaking requests that
|
|
// time out can be resubmitted.
|
|
Status *string `type:"string" enum:"MatchmakingConfigurationStatus"`
|
|
|
|
// Additional information about the current status.
|
|
StatusMessage *string `type:"string"`
|
|
|
|
// Code to explain the current status. For example, a status reason may indicate
|
|
// when a ticket has returned to SEARCHING status after a proposed match fails
|
|
// to receive player acceptances.
|
|
StatusReason *string `type:"string"`
|
|
|
|
// Unique identifier for a matchmaking ticket.
|
|
TicketId *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s MatchmakingTicket) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s MatchmakingTicket) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetConfigurationName sets the ConfigurationName field's value.
|
|
func (s *MatchmakingTicket) SetConfigurationName(v string) *MatchmakingTicket {
|
|
s.ConfigurationName = &v
|
|
return s
|
|
}
|
|
|
|
// SetEndTime sets the EndTime field's value.
|
|
func (s *MatchmakingTicket) SetEndTime(v time.Time) *MatchmakingTicket {
|
|
s.EndTime = &v
|
|
return s
|
|
}
|
|
|
|
// SetEstimatedWaitTime sets the EstimatedWaitTime field's value.
|
|
func (s *MatchmakingTicket) SetEstimatedWaitTime(v int64) *MatchmakingTicket {
|
|
s.EstimatedWaitTime = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionConnectionInfo sets the GameSessionConnectionInfo field's value.
|
|
func (s *MatchmakingTicket) SetGameSessionConnectionInfo(v *GameSessionConnectionInfo) *MatchmakingTicket {
|
|
s.GameSessionConnectionInfo = v
|
|
return s
|
|
}
|
|
|
|
// SetPlayers sets the Players field's value.
|
|
func (s *MatchmakingTicket) SetPlayers(v []*Player) *MatchmakingTicket {
|
|
s.Players = v
|
|
return s
|
|
}
|
|
|
|
// SetStartTime sets the StartTime field's value.
|
|
func (s *MatchmakingTicket) SetStartTime(v time.Time) *MatchmakingTicket {
|
|
s.StartTime = &v
|
|
return s
|
|
}
|
|
|
|
// SetStatus sets the Status field's value.
|
|
func (s *MatchmakingTicket) SetStatus(v string) *MatchmakingTicket {
|
|
s.Status = &v
|
|
return s
|
|
}
|
|
|
|
// SetStatusMessage sets the StatusMessage field's value.
|
|
func (s *MatchmakingTicket) SetStatusMessage(v string) *MatchmakingTicket {
|
|
s.StatusMessage = &v
|
|
return s
|
|
}
|
|
|
|
// SetStatusReason sets the StatusReason field's value.
|
|
func (s *MatchmakingTicket) SetStatusReason(v string) *MatchmakingTicket {
|
|
s.StatusReason = &v
|
|
return s
|
|
}
|
|
|
|
// SetTicketId sets the TicketId field's value.
|
|
func (s *MatchmakingTicket) SetTicketId(v string) *MatchmakingTicket {
|
|
s.TicketId = &v
|
|
return s
|
|
}
|
|
|
|
// Information about a player session that was created as part of a StartGameSessionPlacement
|
|
// request. This object contains only the player ID and player session ID. To
|
|
// retrieve full details on a player session, call DescribePlayerSessions with
|
|
// the player session ID.
|
|
//
|
|
// Player-session-related operations include:
|
|
//
|
|
// * CreatePlayerSession
|
|
//
|
|
// * CreatePlayerSessions
|
|
//
|
|
// * DescribePlayerSessions
|
|
//
|
|
// * Game session placements
|
|
//
|
|
// StartGameSessionPlacement
|
|
//
|
|
// DescribeGameSessionPlacement
|
|
//
|
|
// StopGameSessionPlacement
|
|
// 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
|
|
}
|
|
|
|
// Represents a player in matchmaking. When starting a matchmaking request,
|
|
// a player has a player ID, attributes, and may have latency data. Team information
|
|
// is added after a match has been successfully completed.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/Player
|
|
type Player struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Set of values, expressed in milliseconds, indicating the amount of latency
|
|
// that a player experiences when connected to AWS regions. If this property
|
|
// is present, FlexMatch considers placing the match only in regions for which
|
|
// latency is reported.
|
|
//
|
|
// If a matchmaker has a rule that evaluates player latency, players must report
|
|
// latency in order to be matched. If no latency is reported in this scenario,
|
|
// FlexMatch assumes that no regions are available to the player and the ticket
|
|
// is not matchable.
|
|
LatencyInMs map[string]*int64 `type:"map"`
|
|
|
|
// Collection of name:value pairs containing player information for use in matchmaking.
|
|
// Player attribute names need to match playerAttributes names in the rule set
|
|
// being used. Example: "PlayerAttributes": {"skill": {"N": "23"}, "gameMode":
|
|
// {"S": "deathmatch"}}.
|
|
PlayerAttributes map[string]*AttributeValue `type:"map"`
|
|
|
|
// Unique identifier for a player
|
|
PlayerId *string `min:"1" type:"string"`
|
|
|
|
// Name of the team that the player is assigned to in a match. Team names are
|
|
// defined in a matchmaking rule set.
|
|
Team *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s Player) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s Player) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *Player) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "Player"}
|
|
if s.PlayerId != nil && len(*s.PlayerId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("PlayerId", 1))
|
|
}
|
|
if s.Team != nil && len(*s.Team) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("Team", 1))
|
|
}
|
|
if s.PlayerAttributes != nil {
|
|
for i, v := range s.PlayerAttributes {
|
|
if v == nil {
|
|
continue
|
|
}
|
|
if err := v.Validate(); err != nil {
|
|
invalidParams.AddNested(fmt.Sprintf("%s[%v]", "PlayerAttributes", i), err.(request.ErrInvalidParams))
|
|
}
|
|
}
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetLatencyInMs sets the LatencyInMs field's value.
|
|
func (s *Player) SetLatencyInMs(v map[string]*int64) *Player {
|
|
s.LatencyInMs = v
|
|
return s
|
|
}
|
|
|
|
// SetPlayerAttributes sets the PlayerAttributes field's value.
|
|
func (s *Player) SetPlayerAttributes(v map[string]*AttributeValue) *Player {
|
|
s.PlayerAttributes = v
|
|
return s
|
|
}
|
|
|
|
// SetPlayerId sets the PlayerId field's value.
|
|
func (s *Player) SetPlayerId(v string) *Player {
|
|
s.PlayerId = &v
|
|
return s
|
|
}
|
|
|
|
// SetTeam sets the Team field's value.
|
|
func (s *Player) SetTeam(v string) *Player {
|
|
s.Team = &v
|
|
return s
|
|
}
|
|
|
|
// Regional latency information for a player, used when requesting a new game
|
|
// session with StartGameSessionPlacement. This value indicates the amount of
|
|
// time lag that exists when the player is connected to a fleet in the specified
|
|
// region. The relative difference between a player's latency values for multiple
|
|
// regions are used to determine which fleets are best suited to place a new
|
|
// game session for the player.
|
|
// 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.
|
|
//
|
|
// Queue-related operations include:
|
|
//
|
|
// * CreateGameSessionQueue
|
|
//
|
|
// * DescribeGameSessionQueues
|
|
//
|
|
// * UpdateGameSessionQueue
|
|
//
|
|
// * DeleteGameSessionQueue
|
|
// 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. Player session objects are created
|
|
// either by creating a player session for a specific game session, or as part
|
|
// of a game session placement. A player session represents either a player
|
|
// reservation for a game session (status RESERVED) or actual player activity
|
|
// in a game session (status ACTIVE). A player session object (including player
|
|
// data) is automatically passed to a game session when the player connects
|
|
// to the game session and is validated.
|
|
//
|
|
// When a player disconnects, the player session status changes to COMPLETED.
|
|
// Once the session ends, the player session object is retained for 30 days
|
|
// and then removed.
|
|
//
|
|
// Player-session-related operations include:
|
|
//
|
|
// * CreatePlayerSession
|
|
//
|
|
// * CreatePlayerSessions
|
|
//
|
|
// * DescribePlayerSessions
|
|
//
|
|
// * Game session placements
|
|
//
|
|
// StartGameSessionPlacement
|
|
//
|
|
// DescribeGameSessionPlacement
|
|
//
|
|
// StopGameSessionPlacement
|
|
// 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 timeout limit (60 seconds).
|
|
Status *string `type:"string" enum:"PlayerSessionStatus"`
|
|
|
|
// Time stamp indicating when this data object was terminated. Format is a number
|
|
// expressed in Unix time as milliseconds (for example "1469498468.057").
|
|
TerminationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s PlayerSession) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s PlayerSession) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetCreationTime sets the CreationTime field's value.
|
|
func (s *PlayerSession) SetCreationTime(v time.Time) *PlayerSession {
|
|
s.CreationTime = &v
|
|
return s
|
|
}
|
|
|
|
// SetFleetId sets the FleetId field's value.
|
|
func (s *PlayerSession) SetFleetId(v string) *PlayerSession {
|
|
s.FleetId = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionId sets the GameSessionId field's value.
|
|
func (s *PlayerSession) SetGameSessionId(v string) *PlayerSession {
|
|
s.GameSessionId = &v
|
|
return s
|
|
}
|
|
|
|
// SetIpAddress sets the IpAddress field's value.
|
|
func (s *PlayerSession) SetIpAddress(v string) *PlayerSession {
|
|
s.IpAddress = &v
|
|
return s
|
|
}
|
|
|
|
// SetPlayerData sets the PlayerData field's value.
|
|
func (s *PlayerSession) SetPlayerData(v string) *PlayerSession {
|
|
s.PlayerData = &v
|
|
return s
|
|
}
|
|
|
|
// SetPlayerId sets the PlayerId field's value.
|
|
func (s *PlayerSession) SetPlayerId(v string) *PlayerSession {
|
|
s.PlayerId = &v
|
|
return s
|
|
}
|
|
|
|
// SetPlayerSessionId sets the PlayerSessionId field's value.
|
|
func (s *PlayerSession) SetPlayerSessionId(v string) *PlayerSession {
|
|
s.PlayerSessionId = &v
|
|
return s
|
|
}
|
|
|
|
// SetPort sets the Port field's value.
|
|
func (s *PlayerSession) SetPort(v int64) *PlayerSession {
|
|
s.Port = &v
|
|
return s
|
|
}
|
|
|
|
// SetStatus sets the Status field's value.
|
|
func (s *PlayerSession) SetStatus(v string) *PlayerSession {
|
|
s.Status = &v
|
|
return s
|
|
}
|
|
|
|
// SetTerminationTime sets the TerminationTime field's value.
|
|
func (s *PlayerSession) SetTerminationTime(v time.Time) *PlayerSession {
|
|
s.TerminationTime = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the input for a request action.
|
|
// 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.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
// 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
|
|
}
|
|
|
|
// A collection of server process configurations that describe what processes
|
|
// to run on each instance in a fleet. All fleets must have a run-time configuration.
|
|
// Each instance in the fleet launches the server processes specified in the
|
|
// run-time configuration and launches new ones as existing processes end. Each
|
|
// instance regularly checks for an updated run-time configuration and follows
|
|
// the new instructions.
|
|
//
|
|
// The run-time configuration enables the instances in a fleet to run multiple
|
|
// processes simultaneously. Potential scenarios are as follows: (1) Run multiple
|
|
// processes of a single game server executable to maximize usage of your hosting
|
|
// resources. (2) Run one or more processes of different build executables,
|
|
// such as your game server executable and a related program, or two or more
|
|
// different versions of a game server. (3) Run multiple processes of a single
|
|
// game server but with different launch parameters, for example to run one
|
|
// process on each instance in debug mode.
|
|
//
|
|
// A Amazon GameLift instance is limited to 50 processes running simultaneously.
|
|
// A run-time configuration must specify fewer than this limit. To calculate
|
|
// the total number of processes specified in a run-time configuration, add
|
|
// the values of the ConcurrentExecutions parameter for each ServerProcess object
|
|
// in the run-time configuration.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/RuntimeConfiguration
|
|
type RuntimeConfiguration struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Maximum amount of time (in seconds) that a game session can remain in status
|
|
// ACTIVATING. If the game session is not active before the timeout, activation
|
|
// is terminated and the game session status is changed to TERMINATED.
|
|
GameSessionActivationTimeoutSeconds *int64 `min:"1" type:"integer"`
|
|
|
|
// Maximum number of game sessions with status ACTIVATING to allow on an instance
|
|
// simultaneously. This setting limits the amount of instance resources that
|
|
// can be used for new game activations at any one time.
|
|
MaxConcurrentGameSessionActivations *int64 `min:"1" type:"integer"`
|
|
|
|
// Collection of server process configurations that describe which server processes
|
|
// to run on each instance in a fleet.
|
|
ServerProcesses []*ServerProcess `min:"1" type:"list"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s RuntimeConfiguration) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s RuntimeConfiguration) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *RuntimeConfiguration) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "RuntimeConfiguration"}
|
|
if s.GameSessionActivationTimeoutSeconds != nil && *s.GameSessionActivationTimeoutSeconds < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("GameSessionActivationTimeoutSeconds", 1))
|
|
}
|
|
if s.MaxConcurrentGameSessionActivations != nil && *s.MaxConcurrentGameSessionActivations < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("MaxConcurrentGameSessionActivations", 1))
|
|
}
|
|
if s.ServerProcesses != nil && len(s.ServerProcesses) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("ServerProcesses", 1))
|
|
}
|
|
if s.ServerProcesses != nil {
|
|
for i, v := range s.ServerProcesses {
|
|
if v == nil {
|
|
continue
|
|
}
|
|
if err := v.Validate(); err != nil {
|
|
invalidParams.AddNested(fmt.Sprintf("%s[%v]", "ServerProcesses", i), err.(request.ErrInvalidParams))
|
|
}
|
|
}
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetGameSessionActivationTimeoutSeconds sets the GameSessionActivationTimeoutSeconds field's value.
|
|
func (s *RuntimeConfiguration) SetGameSessionActivationTimeoutSeconds(v int64) *RuntimeConfiguration {
|
|
s.GameSessionActivationTimeoutSeconds = &v
|
|
return s
|
|
}
|
|
|
|
// SetMaxConcurrentGameSessionActivations sets the MaxConcurrentGameSessionActivations field's value.
|
|
func (s *RuntimeConfiguration) SetMaxConcurrentGameSessionActivations(v int64) *RuntimeConfiguration {
|
|
s.MaxConcurrentGameSessionActivations = &v
|
|
return s
|
|
}
|
|
|
|
// SetServerProcesses sets the ServerProcesses field's value.
|
|
func (s *RuntimeConfiguration) SetServerProcesses(v []*ServerProcess) *RuntimeConfiguration {
|
|
s.ServerProcesses = v
|
|
return s
|
|
}
|
|
|
|
// Location in Amazon Simple Storage Service (Amazon S3) where build files can
|
|
// be stored for access by Amazon GameLift. This location is specified in a
|
|
// CreateBuild request. For more details, see the Create a Build with Files
|
|
// in Amazon S3 (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build).
|
|
// 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.
|
|
//
|
|
// Fleet-related operations include:
|
|
//
|
|
// * CreateFleet
|
|
//
|
|
// * ListFleets
|
|
//
|
|
// * Describe fleets:
|
|
//
|
|
// DescribeFleetAttributes
|
|
//
|
|
// DescribeFleetPortSettings
|
|
//
|
|
// DescribeFleetUtilization
|
|
//
|
|
// DescribeRuntimeConfiguration
|
|
//
|
|
// DescribeFleetEvents
|
|
//
|
|
// * Update fleets:
|
|
//
|
|
// UpdateFleetAttributes
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// UpdateFleetPortSettings
|
|
//
|
|
// UpdateRuntimeConfiguration
|
|
//
|
|
// * Manage fleet capacity:
|
|
//
|
|
// DescribeFleetCapacity
|
|
//
|
|
// UpdateFleetCapacity
|
|
//
|
|
// PutScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeScalingPolicies (automatic scaling)
|
|
//
|
|
// DeleteScalingPolicy (automatic scaling)
|
|
//
|
|
// DescribeEC2InstanceLimits
|
|
//
|
|
// * DeleteFleet
|
|
// 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 start
|
|
// at the beginning of the result set, do not specify a value.
|
|
NextToken *string `min:"1" type:"string"`
|
|
|
|
// Instructions on how to sort the search results. If no sort expression is
|
|
// included, the request returns results in random order. A sort expression
|
|
// consists of the following elements:
|
|
//
|
|
// * Operand -- Name of a game session attribute. Valid values are gameSessionName,
|
|
// gameSessionId, 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, formatted as a set
|
|
// of type:value pairs. These properties are included in the GameSession object,
|
|
// which is passed to the game server with a request to start a new game session
|
|
// (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
|
|
GameProperties []*GameProperty `type:"list"`
|
|
|
|
// Set of developer-defined game session properties, formatted as a single string
|
|
// value. This data is included in the GameSession object, which is passed to
|
|
// the game server with a request to start a new game session (see Start a Game
|
|
// Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
|
|
GameSessionData *string `min:"1" type:"string"`
|
|
|
|
// Descriptive label that is associated with a game session. Session names do
|
|
// not need to be unique.
|
|
GameSessionName *string `min:"1" type:"string"`
|
|
|
|
// Name of the queue to use to place the new game session.
|
|
//
|
|
// GameSessionQueueName is a required field
|
|
GameSessionQueueName *string `min:"1" type:"string" required:"true"`
|
|
|
|
// Maximum number of players that can be connected simultaneously to the game
|
|
// session.
|
|
//
|
|
// MaximumPlayerSessionCount is a required field
|
|
MaximumPlayerSessionCount *int64 `type:"integer" required:"true"`
|
|
|
|
// Unique identifier to assign to the new game session placement. This value
|
|
// is developer-defined. The value must be unique across all regions and cannot
|
|
// be reused unless you are resubmitting a canceled or timed-out placement request.
|
|
//
|
|
// PlacementId is a required field
|
|
PlacementId *string `min:"1" type:"string" required:"true"`
|
|
|
|
// Set of values, expressed in milliseconds, indicating the amount of latency
|
|
// that a player experiences when connected to AWS regions. This information
|
|
// is used to try to place the new game session where it can offer the best
|
|
// possible gameplay experience for the players.
|
|
PlayerLatencies []*PlayerLatency `type:"list"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s StartGameSessionPlacementInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s StartGameSessionPlacementInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *StartGameSessionPlacementInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "StartGameSessionPlacementInput"}
|
|
if s.GameSessionData != nil && len(*s.GameSessionData) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("GameSessionData", 1))
|
|
}
|
|
if s.GameSessionName != nil && len(*s.GameSessionName) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("GameSessionName", 1))
|
|
}
|
|
if s.GameSessionQueueName == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("GameSessionQueueName"))
|
|
}
|
|
if s.GameSessionQueueName != nil && len(*s.GameSessionQueueName) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("GameSessionQueueName", 1))
|
|
}
|
|
if s.MaximumPlayerSessionCount == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("MaximumPlayerSessionCount"))
|
|
}
|
|
if s.PlacementId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("PlacementId"))
|
|
}
|
|
if s.PlacementId != nil && len(*s.PlacementId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("PlacementId", 1))
|
|
}
|
|
if s.DesiredPlayerSessions != nil {
|
|
for i, v := range s.DesiredPlayerSessions {
|
|
if v == nil {
|
|
continue
|
|
}
|
|
if err := v.Validate(); err != nil {
|
|
invalidParams.AddNested(fmt.Sprintf("%s[%v]", "DesiredPlayerSessions", i), err.(request.ErrInvalidParams))
|
|
}
|
|
}
|
|
}
|
|
if s.GameProperties != nil {
|
|
for i, v := range s.GameProperties {
|
|
if v == nil {
|
|
continue
|
|
}
|
|
if err := v.Validate(); err != nil {
|
|
invalidParams.AddNested(fmt.Sprintf("%s[%v]", "GameProperties", i), err.(request.ErrInvalidParams))
|
|
}
|
|
}
|
|
}
|
|
if s.PlayerLatencies != nil {
|
|
for i, v := range s.PlayerLatencies {
|
|
if v == nil {
|
|
continue
|
|
}
|
|
if err := v.Validate(); err != nil {
|
|
invalidParams.AddNested(fmt.Sprintf("%s[%v]", "PlayerLatencies", i), err.(request.ErrInvalidParams))
|
|
}
|
|
}
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetDesiredPlayerSessions sets the DesiredPlayerSessions field's value.
|
|
func (s *StartGameSessionPlacementInput) SetDesiredPlayerSessions(v []*DesiredPlayerSession) *StartGameSessionPlacementInput {
|
|
s.DesiredPlayerSessions = v
|
|
return s
|
|
}
|
|
|
|
// SetGameProperties sets the GameProperties field's value.
|
|
func (s *StartGameSessionPlacementInput) SetGameProperties(v []*GameProperty) *StartGameSessionPlacementInput {
|
|
s.GameProperties = v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionData sets the GameSessionData field's value.
|
|
func (s *StartGameSessionPlacementInput) SetGameSessionData(v string) *StartGameSessionPlacementInput {
|
|
s.GameSessionData = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionName sets the GameSessionName field's value.
|
|
func (s *StartGameSessionPlacementInput) SetGameSessionName(v string) *StartGameSessionPlacementInput {
|
|
s.GameSessionName = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionQueueName sets the GameSessionQueueName field's value.
|
|
func (s *StartGameSessionPlacementInput) SetGameSessionQueueName(v string) *StartGameSessionPlacementInput {
|
|
s.GameSessionQueueName = &v
|
|
return s
|
|
}
|
|
|
|
// SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value.
|
|
func (s *StartGameSessionPlacementInput) SetMaximumPlayerSessionCount(v int64) *StartGameSessionPlacementInput {
|
|
s.MaximumPlayerSessionCount = &v
|
|
return s
|
|
}
|
|
|
|
// SetPlacementId sets the PlacementId field's value.
|
|
func (s *StartGameSessionPlacementInput) SetPlacementId(v string) *StartGameSessionPlacementInput {
|
|
s.PlacementId = &v
|
|
return s
|
|
}
|
|
|
|
// SetPlayerLatencies sets the PlayerLatencies field's value.
|
|
func (s *StartGameSessionPlacementInput) SetPlayerLatencies(v []*PlayerLatency) *StartGameSessionPlacementInput {
|
|
s.PlayerLatencies = v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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/StartMatchmakingInput
|
|
type StartMatchmakingInput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Name of the matchmaking configuration to use for this request. Matchmaking
|
|
// configurations must exist in the same region as this request.
|
|
//
|
|
// ConfigurationName is a required field
|
|
ConfigurationName *string `min:"1" type:"string" required:"true"`
|
|
|
|
// Information on each player to be matched. This information must include a
|
|
// player ID, and may contain player attributes and latency data to be used
|
|
// in the matchmaking process. After a successful match, Player objects contain
|
|
// the name of the team the player is assigned to.
|
|
//
|
|
// Players is a required field
|
|
Players []*Player `type:"list" required:"true"`
|
|
|
|
// Unique identifier for a matchmaking ticket. Use this identifier to track
|
|
// the matchmaking ticket status and retrieve match results.
|
|
TicketId *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s StartMatchmakingInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s StartMatchmakingInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *StartMatchmakingInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "StartMatchmakingInput"}
|
|
if s.ConfigurationName == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("ConfigurationName"))
|
|
}
|
|
if s.ConfigurationName != nil && len(*s.ConfigurationName) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("ConfigurationName", 1))
|
|
}
|
|
if s.Players == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("Players"))
|
|
}
|
|
if s.TicketId != nil && len(*s.TicketId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("TicketId", 1))
|
|
}
|
|
if s.Players != nil {
|
|
for i, v := range s.Players {
|
|
if v == nil {
|
|
continue
|
|
}
|
|
if err := v.Validate(); err != nil {
|
|
invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Players", i), err.(request.ErrInvalidParams))
|
|
}
|
|
}
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetConfigurationName sets the ConfigurationName field's value.
|
|
func (s *StartMatchmakingInput) SetConfigurationName(v string) *StartMatchmakingInput {
|
|
s.ConfigurationName = &v
|
|
return s
|
|
}
|
|
|
|
// SetPlayers sets the Players field's value.
|
|
func (s *StartMatchmakingInput) SetPlayers(v []*Player) *StartMatchmakingInput {
|
|
s.Players = v
|
|
return s
|
|
}
|
|
|
|
// SetTicketId sets the TicketId field's value.
|
|
func (s *StartMatchmakingInput) SetTicketId(v string) *StartMatchmakingInput {
|
|
s.TicketId = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StartMatchmakingOutput
|
|
type StartMatchmakingOutput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Ticket representing the matchmaking request. This object include the information
|
|
// included in the request, ticket status, and match results as generated during
|
|
// the matchmaking process.
|
|
MatchmakingTicket *MatchmakingTicket `type:"structure"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s StartMatchmakingOutput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s StartMatchmakingOutput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetMatchmakingTicket sets the MatchmakingTicket field's value.
|
|
func (s *StartMatchmakingOutput) SetMatchmakingTicket(v *MatchmakingTicket) *StartMatchmakingOutput {
|
|
s.MatchmakingTicket = v
|
|
return s
|
|
}
|
|
|
|
// Represents the input for a request action.
|
|
// 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/StopMatchmakingInput
|
|
type StopMatchmakingInput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Unique identifier for a matchmaking ticket.
|
|
//
|
|
// TicketId is a required field
|
|
TicketId *string `min:"1" type:"string" required:"true"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s StopMatchmakingInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s StopMatchmakingInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *StopMatchmakingInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "StopMatchmakingInput"}
|
|
if s.TicketId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("TicketId"))
|
|
}
|
|
if s.TicketId != nil && len(*s.TicketId) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("TicketId", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetTicketId sets the TicketId field's value.
|
|
func (s *StopMatchmakingInput) SetTicketId(v string) *StopMatchmakingInput {
|
|
s.TicketId = &v
|
|
return s
|
|
}
|
|
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/StopMatchmakingOutput
|
|
type StopMatchmakingOutput struct {
|
|
_ struct{} `type:"structure"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s StopMatchmakingOutput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s StopMatchmakingOutput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Represents the input for a request action.
|
|
// 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"`
|
|
|
|
// Names of metric groups to include this fleet in. Amazon CloudWatch uses a
|
|
// fleet metric group is to aggregate metrics from multiple fleets. Use an existing
|
|
// metric group name to add this fleet to the group. Or use a new name to create
|
|
// a new metric group. A fleet can only be included in one metric group at a
|
|
// time.
|
|
MetricGroups []*string `type:"list"`
|
|
|
|
// Descriptive label that is associated with a fleet. Fleet names do not need
|
|
// to be unique.
|
|
Name *string `min:"1" type:"string"`
|
|
|
|
// Game session protection policy to apply to all new instances created in this
|
|
// fleet. Instances that already exist are not affected. You can set protection
|
|
// for individual instances using UpdateGameSession.
|
|
//
|
|
// * NoProtection -- The game session can be terminated during a scale-down
|
|
// event.
|
|
//
|
|
// * FullProtection -- If the game session is in an ACTIVE status, it cannot
|
|
// be terminated during a scale-down event.
|
|
NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"`
|
|
|
|
// Policy that limits the number of game sessions an individual player can create
|
|
// over a span of time.
|
|
ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s UpdateFleetAttributesInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s UpdateFleetAttributesInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *UpdateFleetAttributesInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "UpdateFleetAttributesInput"}
|
|
if s.Description != nil && len(*s.Description) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("Description", 1))
|
|
}
|
|
if s.FleetId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("FleetId"))
|
|
}
|
|
if s.Name != nil && len(*s.Name) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("Name", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetDescription sets the Description field's value.
|
|
func (s *UpdateFleetAttributesInput) SetDescription(v string) *UpdateFleetAttributesInput {
|
|
s.Description = &v
|
|
return s
|
|
}
|
|
|
|
// SetFleetId sets the FleetId field's value.
|
|
func (s *UpdateFleetAttributesInput) SetFleetId(v string) *UpdateFleetAttributesInput {
|
|
s.FleetId = &v
|
|
return s
|
|
}
|
|
|
|
// SetMetricGroups sets the MetricGroups field's value.
|
|
func (s *UpdateFleetAttributesInput) SetMetricGroups(v []*string) *UpdateFleetAttributesInput {
|
|
s.MetricGroups = v
|
|
return s
|
|
}
|
|
|
|
// SetName sets the Name field's value.
|
|
func (s *UpdateFleetAttributesInput) SetName(v string) *UpdateFleetAttributesInput {
|
|
s.Name = &v
|
|
return s
|
|
}
|
|
|
|
// SetNewGameSessionProtectionPolicy sets the NewGameSessionProtectionPolicy field's value.
|
|
func (s *UpdateFleetAttributesInput) SetNewGameSessionProtectionPolicy(v string) *UpdateFleetAttributesInput {
|
|
s.NewGameSessionProtectionPolicy = &v
|
|
return s
|
|
}
|
|
|
|
// SetResourceCreationLimitPolicy sets the ResourceCreationLimitPolicy field's value.
|
|
func (s *UpdateFleetAttributesInput) SetResourceCreationLimitPolicy(v *ResourceCreationLimitPolicy) *UpdateFleetAttributesInput {
|
|
s.ResourceCreationLimitPolicy = v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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 game session queue. Queue names
|
|
// must be unique within each region.
|
|
//
|
|
// Name is a required field
|
|
Name *string `min:"1" type:"string" required:"true"`
|
|
|
|
// Collection of latency policies to apply when processing game sessions placement
|
|
// requests with player latency information. Multiple policies are evaluated
|
|
// in order of the maximum latency value, starting with the lowest latency values.
|
|
// With just one policy, it is enforced at the start of the game session placement
|
|
// for the duration period. With multiple policies, each policy is enforced
|
|
// consecutively for its duration period. For example, a queue might enforce
|
|
// a 60-second policy followed by a 120-second policy, and then no policy for
|
|
// the remainder of the placement. When updating policies, provide a complete
|
|
// collection of policies.
|
|
PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"`
|
|
|
|
// Maximum time, in seconds, that a new game session placement request remains
|
|
// in the queue. When a request exceeds this time, the game session placement
|
|
// changes to a TIMED_OUT status.
|
|
TimeoutInSeconds *int64 `type:"integer"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s UpdateGameSessionQueueInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s UpdateGameSessionQueueInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *UpdateGameSessionQueueInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "UpdateGameSessionQueueInput"}
|
|
if s.Name == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("Name"))
|
|
}
|
|
if s.Name != nil && len(*s.Name) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("Name", 1))
|
|
}
|
|
if s.Destinations != nil {
|
|
for i, v := range s.Destinations {
|
|
if v == nil {
|
|
continue
|
|
}
|
|
if err := v.Validate(); err != nil {
|
|
invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Destinations", i), err.(request.ErrInvalidParams))
|
|
}
|
|
}
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetDestinations sets the Destinations field's value.
|
|
func (s *UpdateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDestination) *UpdateGameSessionQueueInput {
|
|
s.Destinations = v
|
|
return s
|
|
}
|
|
|
|
// SetName sets the Name field's value.
|
|
func (s *UpdateGameSessionQueueInput) SetName(v string) *UpdateGameSessionQueueInput {
|
|
s.Name = &v
|
|
return s
|
|
}
|
|
|
|
// SetPlayerLatencyPolicies sets the PlayerLatencyPolicies field's value.
|
|
func (s *UpdateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *UpdateGameSessionQueueInput {
|
|
s.PlayerLatencyPolicies = v
|
|
return s
|
|
}
|
|
|
|
// SetTimeoutInSeconds sets the TimeoutInSeconds field's value.
|
|
func (s *UpdateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *UpdateGameSessionQueueInput {
|
|
s.TimeoutInSeconds = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// 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/UpdateMatchmakingConfigurationInput
|
|
type UpdateMatchmakingConfigurationInput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Flag that determines whether or not a match that was created with this configuration
|
|
// must be accepted by the matched players. To require acceptance, set to TRUE.
|
|
AcceptanceRequired *bool `type:"boolean"`
|
|
|
|
// Length of time (in seconds) to wait for players to accept a proposed match.
|
|
// If any player rejects the match or fails to accept before the timeout, the
|
|
// ticket continues to look for an acceptable match.
|
|
AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"`
|
|
|
|
// Number of player slots in a match to keep open for future players. For example,
|
|
// if the configuration's rule set specifies a match for a single 12-person
|
|
// team, and the additional player count is set to 2, only 10 players are selected
|
|
// for the match.
|
|
AdditionalPlayerCount *int64 `type:"integer"`
|
|
|
|
// Information to attached to all events related to the matchmaking configuration.
|
|
CustomEventData *string `type:"string"`
|
|
|
|
// Descriptive label that is associated with matchmaking configuration.
|
|
Description *string `min:"1" type:"string"`
|
|
|
|
// Set of developer-defined properties for a game session, formatted as a set
|
|
// of type:value pairs. These properties are included in the GameSession object,
|
|
// which is passed to the game server with a request to start a new game session
|
|
// (see Start a Game Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
|
|
// This information is added to the new GameSession object that is created for
|
|
// a successful match.
|
|
GameProperties []*GameProperty `type:"list"`
|
|
|
|
// Set of developer-defined game session properties, formatted as a single string
|
|
// value. This data is included in the GameSession object, which is passed to
|
|
// the game server with a request to start a new game session (see Start a Game
|
|
// Session (http://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)).
|
|
// This information is added to the new GameSession object that is created for
|
|
// a successful match.
|
|
GameSessionData *string `min:"1" type:"string"`
|
|
|
|
// Amazon Resource Name (ARN (http://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html))
|
|
// that is assigned to a game session queue and uniquely identifies it. Format
|
|
// is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.
|
|
// These queues are used when placing game sessions for matches that are created
|
|
// with this matchmaking configuration. Queues can be located in any region.
|
|
GameSessionQueueArns []*string `type:"list"`
|
|
|
|
// Unique identifier for a matchmaking configuration to update.
|
|
//
|
|
// Name is a required field
|
|
Name *string `min:"1" type:"string" required:"true"`
|
|
|
|
// SNS topic ARN that is set up to receive matchmaking notifications. See Setting
|
|
// up Notifications for Matchmaking (http://docs.aws.amazon.com/gamelift/latest/developerguide/match-notification.html)
|
|
// for more information.
|
|
NotificationTarget *string `type:"string"`
|
|
|
|
// Maximum duration, in seconds, that a matchmaking ticket can remain in process
|
|
// before timing out. Requests that time out can be resubmitted as needed.
|
|
RequestTimeoutSeconds *int64 `min:"1" type:"integer"`
|
|
|
|
// Unique identifier for a matchmaking rule set to use with this configuration.
|
|
// A matchmaking configuration can only use rule sets that are defined in the
|
|
// same region.
|
|
RuleSetName *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s UpdateMatchmakingConfigurationInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s UpdateMatchmakingConfigurationInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *UpdateMatchmakingConfigurationInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "UpdateMatchmakingConfigurationInput"}
|
|
if s.AcceptanceTimeoutSeconds != nil && *s.AcceptanceTimeoutSeconds < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("AcceptanceTimeoutSeconds", 1))
|
|
}
|
|
if s.Description != nil && len(*s.Description) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("Description", 1))
|
|
}
|
|
if s.GameSessionData != nil && len(*s.GameSessionData) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("GameSessionData", 1))
|
|
}
|
|
if s.Name == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("Name"))
|
|
}
|
|
if s.Name != nil && len(*s.Name) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("Name", 1))
|
|
}
|
|
if s.RequestTimeoutSeconds != nil && *s.RequestTimeoutSeconds < 1 {
|
|
invalidParams.Add(request.NewErrParamMinValue("RequestTimeoutSeconds", 1))
|
|
}
|
|
if s.RuleSetName != nil && len(*s.RuleSetName) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("RuleSetName", 1))
|
|
}
|
|
if s.GameProperties != nil {
|
|
for i, v := range s.GameProperties {
|
|
if v == nil {
|
|
continue
|
|
}
|
|
if err := v.Validate(); err != nil {
|
|
invalidParams.AddNested(fmt.Sprintf("%s[%v]", "GameProperties", i), err.(request.ErrInvalidParams))
|
|
}
|
|
}
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetAcceptanceRequired sets the AcceptanceRequired field's value.
|
|
func (s *UpdateMatchmakingConfigurationInput) SetAcceptanceRequired(v bool) *UpdateMatchmakingConfigurationInput {
|
|
s.AcceptanceRequired = &v
|
|
return s
|
|
}
|
|
|
|
// SetAcceptanceTimeoutSeconds sets the AcceptanceTimeoutSeconds field's value.
|
|
func (s *UpdateMatchmakingConfigurationInput) SetAcceptanceTimeoutSeconds(v int64) *UpdateMatchmakingConfigurationInput {
|
|
s.AcceptanceTimeoutSeconds = &v
|
|
return s
|
|
}
|
|
|
|
// SetAdditionalPlayerCount sets the AdditionalPlayerCount field's value.
|
|
func (s *UpdateMatchmakingConfigurationInput) SetAdditionalPlayerCount(v int64) *UpdateMatchmakingConfigurationInput {
|
|
s.AdditionalPlayerCount = &v
|
|
return s
|
|
}
|
|
|
|
// SetCustomEventData sets the CustomEventData field's value.
|
|
func (s *UpdateMatchmakingConfigurationInput) SetCustomEventData(v string) *UpdateMatchmakingConfigurationInput {
|
|
s.CustomEventData = &v
|
|
return s
|
|
}
|
|
|
|
// SetDescription sets the Description field's value.
|
|
func (s *UpdateMatchmakingConfigurationInput) SetDescription(v string) *UpdateMatchmakingConfigurationInput {
|
|
s.Description = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameProperties sets the GameProperties field's value.
|
|
func (s *UpdateMatchmakingConfigurationInput) SetGameProperties(v []*GameProperty) *UpdateMatchmakingConfigurationInput {
|
|
s.GameProperties = v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionData sets the GameSessionData field's value.
|
|
func (s *UpdateMatchmakingConfigurationInput) SetGameSessionData(v string) *UpdateMatchmakingConfigurationInput {
|
|
s.GameSessionData = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameSessionQueueArns sets the GameSessionQueueArns field's value.
|
|
func (s *UpdateMatchmakingConfigurationInput) SetGameSessionQueueArns(v []*string) *UpdateMatchmakingConfigurationInput {
|
|
s.GameSessionQueueArns = v
|
|
return s
|
|
}
|
|
|
|
// SetName sets the Name field's value.
|
|
func (s *UpdateMatchmakingConfigurationInput) SetName(v string) *UpdateMatchmakingConfigurationInput {
|
|
s.Name = &v
|
|
return s
|
|
}
|
|
|
|
// SetNotificationTarget sets the NotificationTarget field's value.
|
|
func (s *UpdateMatchmakingConfigurationInput) SetNotificationTarget(v string) *UpdateMatchmakingConfigurationInput {
|
|
s.NotificationTarget = &v
|
|
return s
|
|
}
|
|
|
|
// SetRequestTimeoutSeconds sets the RequestTimeoutSeconds field's value.
|
|
func (s *UpdateMatchmakingConfigurationInput) SetRequestTimeoutSeconds(v int64) *UpdateMatchmakingConfigurationInput {
|
|
s.RequestTimeoutSeconds = &v
|
|
return s
|
|
}
|
|
|
|
// SetRuleSetName sets the RuleSetName field's value.
|
|
func (s *UpdateMatchmakingConfigurationInput) SetRuleSetName(v string) *UpdateMatchmakingConfigurationInput {
|
|
s.RuleSetName = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateMatchmakingConfigurationOutput
|
|
type UpdateMatchmakingConfigurationOutput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Object that describes the updated matchmaking configuration.
|
|
Configuration *MatchmakingConfiguration `type:"structure"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s UpdateMatchmakingConfigurationOutput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s UpdateMatchmakingConfigurationOutput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetConfiguration sets the Configuration field's value.
|
|
func (s *UpdateMatchmakingConfigurationOutput) SetConfiguration(v *MatchmakingConfiguration) *UpdateMatchmakingConfigurationOutput {
|
|
s.Configuration = v
|
|
return s
|
|
}
|
|
|
|
// Represents the input for a request action.
|
|
// 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 run-time configuration for.
|
|
//
|
|
// FleetId is a required field
|
|
FleetId *string `type:"string" required:"true"`
|
|
|
|
// Instructions for launching server processes on each instance in the fleet.
|
|
// The run-time configuration for a fleet has a collection of server process
|
|
// configurations, one for each type of server process to run on an instance.
|
|
// A server process configuration specifies the location of the server executable,
|
|
// launch parameters, and the number of concurrent processes with that configuration
|
|
// to maintain on each instance.
|
|
//
|
|
// RuntimeConfiguration is a required field
|
|
RuntimeConfiguration *RuntimeConfiguration `type:"structure" required:"true"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s UpdateRuntimeConfigurationInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s UpdateRuntimeConfigurationInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *UpdateRuntimeConfigurationInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "UpdateRuntimeConfigurationInput"}
|
|
if s.FleetId == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("FleetId"))
|
|
}
|
|
if s.RuntimeConfiguration == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("RuntimeConfiguration"))
|
|
}
|
|
if s.RuntimeConfiguration != nil {
|
|
if err := s.RuntimeConfiguration.Validate(); err != nil {
|
|
invalidParams.AddNested("RuntimeConfiguration", err.(request.ErrInvalidParams))
|
|
}
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetFleetId sets the FleetId field's value.
|
|
func (s *UpdateRuntimeConfigurationInput) SetFleetId(v string) *UpdateRuntimeConfigurationInput {
|
|
s.FleetId = &v
|
|
return s
|
|
}
|
|
|
|
// SetRuntimeConfiguration sets the RuntimeConfiguration field's value.
|
|
func (s *UpdateRuntimeConfigurationInput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationInput {
|
|
s.RuntimeConfiguration = v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/UpdateRuntimeConfigurationOutput
|
|
type UpdateRuntimeConfigurationOutput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// The run-time configuration currently in force. If the update was successful,
|
|
// this object matches the one in the request.
|
|
RuntimeConfiguration *RuntimeConfiguration `type:"structure"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s UpdateRuntimeConfigurationOutput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s UpdateRuntimeConfigurationOutput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetRuntimeConfiguration sets the RuntimeConfiguration field's value.
|
|
func (s *UpdateRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeConfiguration) *UpdateRuntimeConfigurationOutput {
|
|
s.RuntimeConfiguration = v
|
|
return s
|
|
}
|
|
|
|
// Represents the input for a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSetInput
|
|
type ValidateMatchmakingRuleSetInput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Collection of matchmaking rules to validate, formatted as a JSON string.
|
|
//
|
|
// RuleSetBody is a required field
|
|
RuleSetBody *string `min:"1" type:"string" required:"true"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s ValidateMatchmakingRuleSetInput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s ValidateMatchmakingRuleSetInput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// Validate inspects the fields of the type to determine if they are valid.
|
|
func (s *ValidateMatchmakingRuleSetInput) Validate() error {
|
|
invalidParams := request.ErrInvalidParams{Context: "ValidateMatchmakingRuleSetInput"}
|
|
if s.RuleSetBody == nil {
|
|
invalidParams.Add(request.NewErrParamRequired("RuleSetBody"))
|
|
}
|
|
if s.RuleSetBody != nil && len(*s.RuleSetBody) < 1 {
|
|
invalidParams.Add(request.NewErrParamMinLen("RuleSetBody", 1))
|
|
}
|
|
|
|
if invalidParams.Len() > 0 {
|
|
return invalidParams
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// SetRuleSetBody sets the RuleSetBody field's value.
|
|
func (s *ValidateMatchmakingRuleSetInput) SetRuleSetBody(v string) *ValidateMatchmakingRuleSetInput {
|
|
s.RuleSetBody = &v
|
|
return s
|
|
}
|
|
|
|
// Represents the returned data in response to a request action.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/ValidateMatchmakingRuleSetOutput
|
|
type ValidateMatchmakingRuleSetOutput struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Response indicating whether or not the rule set is valid.
|
|
Valid *bool `type:"boolean"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s ValidateMatchmakingRuleSetOutput) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s ValidateMatchmakingRuleSetOutput) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetValid sets the Valid field's value.
|
|
func (s *ValidateMatchmakingRuleSetOutput) SetValid(v bool) *ValidateMatchmakingRuleSetOutput {
|
|
s.Valid = &v
|
|
return s
|
|
}
|
|
|
|
// Represents an authorization for a VPC peering connection between the VPC
|
|
// for an Amazon GameLift fleet and another VPC on an account you have access
|
|
// to. This authorization must exist and be valid for the peering connection
|
|
// to be established. Authorizations are valid for 24 hours after they are issued.
|
|
//
|
|
// VPC peering connection operations include:
|
|
//
|
|
// * CreateVpcPeeringAuthorization
|
|
//
|
|
// * DescribeVpcPeeringAuthorizations
|
|
//
|
|
// * DeleteVpcPeeringAuthorization
|
|
//
|
|
// * CreateVpcPeeringConnection
|
|
//
|
|
// * DescribeVpcPeeringConnections
|
|
//
|
|
// * DeleteVpcPeeringConnection
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/VpcPeeringAuthorization
|
|
type VpcPeeringAuthorization struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Time stamp indicating when this authorization was issued. Format is a number
|
|
// expressed in Unix time as milliseconds (for example "1469498468.057").
|
|
CreationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
|
|
|
|
// Time stamp indicating when this authorization expires (24 hours after issuance).
|
|
// Format is a number expressed in Unix time as milliseconds (for example "1469498468.057").
|
|
ExpirationTime *time.Time `type:"timestamp" timestampFormat:"unix"`
|
|
|
|
// Unique identifier for the AWS account that you use to manage your Amazon
|
|
// GameLift fleet. You can find your Account ID in the AWS Management Console
|
|
// under account settings.
|
|
GameLiftAwsAccountId *string `min:"1" type:"string"`
|
|
|
|
PeerVpcAwsAccountId *string `min:"1" type:"string"`
|
|
|
|
// Unique identifier for a VPC with resources to be accessed by your Amazon
|
|
// GameLift fleet. The VPC must be in the same region where your fleet is deployed.
|
|
// To get VPC information, including IDs, use the Virtual Private Cloud service
|
|
// tools, including the VPC Dashboard in the AWS Management Console.
|
|
PeerVpcId *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s VpcPeeringAuthorization) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s VpcPeeringAuthorization) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetCreationTime sets the CreationTime field's value.
|
|
func (s *VpcPeeringAuthorization) SetCreationTime(v time.Time) *VpcPeeringAuthorization {
|
|
s.CreationTime = &v
|
|
return s
|
|
}
|
|
|
|
// SetExpirationTime sets the ExpirationTime field's value.
|
|
func (s *VpcPeeringAuthorization) SetExpirationTime(v time.Time) *VpcPeeringAuthorization {
|
|
s.ExpirationTime = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameLiftAwsAccountId sets the GameLiftAwsAccountId field's value.
|
|
func (s *VpcPeeringAuthorization) SetGameLiftAwsAccountId(v string) *VpcPeeringAuthorization {
|
|
s.GameLiftAwsAccountId = &v
|
|
return s
|
|
}
|
|
|
|
// SetPeerVpcAwsAccountId sets the PeerVpcAwsAccountId field's value.
|
|
func (s *VpcPeeringAuthorization) SetPeerVpcAwsAccountId(v string) *VpcPeeringAuthorization {
|
|
s.PeerVpcAwsAccountId = &v
|
|
return s
|
|
}
|
|
|
|
// SetPeerVpcId sets the PeerVpcId field's value.
|
|
func (s *VpcPeeringAuthorization) SetPeerVpcId(v string) *VpcPeeringAuthorization {
|
|
s.PeerVpcId = &v
|
|
return s
|
|
}
|
|
|
|
// Represents a peering connection between a VPC on one of your AWS accounts
|
|
// and the VPC for your Amazon GameLift fleets. This record may be for an active
|
|
// peering connection or a pending connection that has not yet been established.
|
|
//
|
|
// VPC peering connection operations include:
|
|
//
|
|
// * CreateVpcPeeringAuthorization
|
|
//
|
|
// * DescribeVpcPeeringAuthorizations
|
|
//
|
|
// * DeleteVpcPeeringAuthorization
|
|
//
|
|
// * CreateVpcPeeringConnection
|
|
//
|
|
// * DescribeVpcPeeringConnections
|
|
//
|
|
// * DeleteVpcPeeringConnection
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/VpcPeeringConnection
|
|
type VpcPeeringConnection struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Unique identifier for a fleet. This ID determines the ID of the Amazon GameLift
|
|
// VPC for your fleet.
|
|
FleetId *string `type:"string"`
|
|
|
|
// Unique identifier for the VPC that contains the Amazon GameLift fleet for
|
|
// this connection. This VPC is managed by Amazon GameLift and does not appear
|
|
// in your AWS account.
|
|
GameLiftVpcId *string `min:"1" type:"string"`
|
|
|
|
// CIDR block of IPv4 addresses assigned to the VPC peering connection for the
|
|
// GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with
|
|
// it; these blocks cannot overlap or the peering connection cannot be created.
|
|
IpV4CidrBlock *string `min:"1" type:"string"`
|
|
|
|
// Unique identifier for a VPC with resources to be accessed by your Amazon
|
|
// GameLift fleet. The VPC must be in the same region where your fleet is deployed.
|
|
// To get VPC information, including IDs, use the Virtual Private Cloud service
|
|
// tools, including the VPC Dashboard in the AWS Management Console.
|
|
PeerVpcId *string `min:"1" type:"string"`
|
|
|
|
// Object that contains status information about the connection. Status indicates
|
|
// if a connection is pending, successful, or failed.
|
|
Status *VpcPeeringConnectionStatus `type:"structure"`
|
|
|
|
// Unique identifier that is automatically assigned to the connection record.
|
|
// This ID is referenced in VPC peering connection events, and is used when
|
|
// deleting a connection with DeleteVpcPeeringConnection.
|
|
VpcPeeringConnectionId *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s VpcPeeringConnection) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s VpcPeeringConnection) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetFleetId sets the FleetId field's value.
|
|
func (s *VpcPeeringConnection) SetFleetId(v string) *VpcPeeringConnection {
|
|
s.FleetId = &v
|
|
return s
|
|
}
|
|
|
|
// SetGameLiftVpcId sets the GameLiftVpcId field's value.
|
|
func (s *VpcPeeringConnection) SetGameLiftVpcId(v string) *VpcPeeringConnection {
|
|
s.GameLiftVpcId = &v
|
|
return s
|
|
}
|
|
|
|
// SetIpV4CidrBlock sets the IpV4CidrBlock field's value.
|
|
func (s *VpcPeeringConnection) SetIpV4CidrBlock(v string) *VpcPeeringConnection {
|
|
s.IpV4CidrBlock = &v
|
|
return s
|
|
}
|
|
|
|
// SetPeerVpcId sets the PeerVpcId field's value.
|
|
func (s *VpcPeeringConnection) SetPeerVpcId(v string) *VpcPeeringConnection {
|
|
s.PeerVpcId = &v
|
|
return s
|
|
}
|
|
|
|
// SetStatus sets the Status field's value.
|
|
func (s *VpcPeeringConnection) SetStatus(v *VpcPeeringConnectionStatus) *VpcPeeringConnection {
|
|
s.Status = v
|
|
return s
|
|
}
|
|
|
|
// SetVpcPeeringConnectionId sets the VpcPeeringConnectionId field's value.
|
|
func (s *VpcPeeringConnection) SetVpcPeeringConnectionId(v string) *VpcPeeringConnection {
|
|
s.VpcPeeringConnectionId = &v
|
|
return s
|
|
}
|
|
|
|
// Represents status information for a VPC peering connection. Status is associated
|
|
// with a VpcPeeringConnection object. Status codes and messages are provided
|
|
// from EC2 (). (http://docs.aws.amazon.com/AWSEC2/latest/APIReference/API_VpcPeeringConnectionStateReason.html)
|
|
// Connection status information is also communicated as a fleet Event.
|
|
// Please also see https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/VpcPeeringConnectionStatus
|
|
type VpcPeeringConnectionStatus struct {
|
|
_ struct{} `type:"structure"`
|
|
|
|
// Code indicating the status of a VPC peering connection.
|
|
Code *string `min:"1" type:"string"`
|
|
|
|
// Additional messaging associated with the connection status.
|
|
Message *string `min:"1" type:"string"`
|
|
}
|
|
|
|
// String returns the string representation
|
|
func (s VpcPeeringConnectionStatus) String() string {
|
|
return awsutil.Prettify(s)
|
|
}
|
|
|
|
// GoString returns the string representation
|
|
func (s VpcPeeringConnectionStatus) GoString() string {
|
|
return s.String()
|
|
}
|
|
|
|
// SetCode sets the Code field's value.
|
|
func (s *VpcPeeringConnectionStatus) SetCode(v string) *VpcPeeringConnectionStatus {
|
|
s.Code = &v
|
|
return s
|
|
}
|
|
|
|
// SetMessage sets the Message field's value.
|
|
func (s *VpcPeeringConnectionStatus) SetMessage(v string) *VpcPeeringConnectionStatus {
|
|
s.Message = &v
|
|
return s
|
|
}
|
|
|
|
const (
|
|
// AcceptanceTypeAccept is a AcceptanceType enum value
|
|
AcceptanceTypeAccept = "ACCEPT"
|
|
|
|
// AcceptanceTypeReject is a AcceptanceType enum value
|
|
AcceptanceTypeReject = "REJECT"
|
|
)
|
|
|
|
const (
|
|
// BuildStatusInitialized is a BuildStatus enum value
|
|
BuildStatusInitialized = "INITIALIZED"
|
|
|
|
// BuildStatusReady is a BuildStatus enum value
|
|
BuildStatusReady = "READY"
|
|
|
|
// BuildStatusFailed is a BuildStatus enum value
|
|
BuildStatusFailed = "FAILED"
|
|
)
|
|
|
|
const (
|
|
// ComparisonOperatorTypeGreaterThanOrEqualToThreshold is a ComparisonOperatorType enum value
|
|
ComparisonOperatorTypeGreaterThanOrEqualToThreshold = "GreaterThanOrEqualToThreshold"
|
|
|
|
// ComparisonOperatorTypeGreaterThanThreshold is a ComparisonOperatorType enum value
|
|
ComparisonOperatorTypeGreaterThanThreshold = "GreaterThanThreshold"
|
|
|
|
// ComparisonOperatorTypeLessThanThreshold is a ComparisonOperatorType enum value
|
|
ComparisonOperatorTypeLessThanThreshold = "LessThanThreshold"
|
|
|
|
// ComparisonOperatorTypeLessThanOrEqualToThreshold is a ComparisonOperatorType enum value
|
|
ComparisonOperatorTypeLessThanOrEqualToThreshold = "LessThanOrEqualToThreshold"
|
|
)
|
|
|
|
const (
|
|
// EC2InstanceTypeT2Micro is a EC2InstanceType enum value
|
|
EC2InstanceTypeT2Micro = "t2.micro"
|
|
|
|
// EC2InstanceTypeT2Small is a EC2InstanceType enum value
|
|
EC2InstanceTypeT2Small = "t2.small"
|
|
|
|
// EC2InstanceTypeT2Medium is a EC2InstanceType enum value
|
|
EC2InstanceTypeT2Medium = "t2.medium"
|
|
|
|
// EC2InstanceTypeT2Large is a EC2InstanceType enum value
|
|
EC2InstanceTypeT2Large = "t2.large"
|
|
|
|
// EC2InstanceTypeC3Large is a EC2InstanceType enum value
|
|
EC2InstanceTypeC3Large = "c3.large"
|
|
|
|
// EC2InstanceTypeC3Xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeC3Xlarge = "c3.xlarge"
|
|
|
|
// EC2InstanceTypeC32xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeC32xlarge = "c3.2xlarge"
|
|
|
|
// EC2InstanceTypeC34xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeC34xlarge = "c3.4xlarge"
|
|
|
|
// EC2InstanceTypeC38xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeC38xlarge = "c3.8xlarge"
|
|
|
|
// EC2InstanceTypeC4Large is a EC2InstanceType enum value
|
|
EC2InstanceTypeC4Large = "c4.large"
|
|
|
|
// EC2InstanceTypeC4Xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeC4Xlarge = "c4.xlarge"
|
|
|
|
// EC2InstanceTypeC42xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeC42xlarge = "c4.2xlarge"
|
|
|
|
// EC2InstanceTypeC44xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeC44xlarge = "c4.4xlarge"
|
|
|
|
// EC2InstanceTypeC48xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeC48xlarge = "c4.8xlarge"
|
|
|
|
// EC2InstanceTypeR3Large is a EC2InstanceType enum value
|
|
EC2InstanceTypeR3Large = "r3.large"
|
|
|
|
// EC2InstanceTypeR3Xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeR3Xlarge = "r3.xlarge"
|
|
|
|
// EC2InstanceTypeR32xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeR32xlarge = "r3.2xlarge"
|
|
|
|
// EC2InstanceTypeR34xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeR34xlarge = "r3.4xlarge"
|
|
|
|
// EC2InstanceTypeR38xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeR38xlarge = "r3.8xlarge"
|
|
|
|
// EC2InstanceTypeR4Large is a EC2InstanceType enum value
|
|
EC2InstanceTypeR4Large = "r4.large"
|
|
|
|
// EC2InstanceTypeR4Xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeR4Xlarge = "r4.xlarge"
|
|
|
|
// EC2InstanceTypeR42xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeR42xlarge = "r4.2xlarge"
|
|
|
|
// EC2InstanceTypeR44xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeR44xlarge = "r4.4xlarge"
|
|
|
|
// EC2InstanceTypeR48xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeR48xlarge = "r4.8xlarge"
|
|
|
|
// EC2InstanceTypeR416xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeR416xlarge = "r4.16xlarge"
|
|
|
|
// EC2InstanceTypeM3Medium is a EC2InstanceType enum value
|
|
EC2InstanceTypeM3Medium = "m3.medium"
|
|
|
|
// EC2InstanceTypeM3Large is a EC2InstanceType enum value
|
|
EC2InstanceTypeM3Large = "m3.large"
|
|
|
|
// EC2InstanceTypeM3Xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeM3Xlarge = "m3.xlarge"
|
|
|
|
// EC2InstanceTypeM32xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeM32xlarge = "m3.2xlarge"
|
|
|
|
// EC2InstanceTypeM4Large is a EC2InstanceType enum value
|
|
EC2InstanceTypeM4Large = "m4.large"
|
|
|
|
// EC2InstanceTypeM4Xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeM4Xlarge = "m4.xlarge"
|
|
|
|
// EC2InstanceTypeM42xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeM42xlarge = "m4.2xlarge"
|
|
|
|
// EC2InstanceTypeM44xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeM44xlarge = "m4.4xlarge"
|
|
|
|
// EC2InstanceTypeM410xlarge is a EC2InstanceType enum value
|
|
EC2InstanceTypeM410xlarge = "m4.10xlarge"
|
|
)
|
|
|
|
const (
|
|
// EventCodeGenericEvent is a EventCode enum value
|
|
EventCodeGenericEvent = "GENERIC_EVENT"
|
|
|
|
// EventCodeFleetCreated is a EventCode enum value
|
|
EventCodeFleetCreated = "FLEET_CREATED"
|
|
|
|
// EventCodeFleetDeleted is a EventCode enum value
|
|
EventCodeFleetDeleted = "FLEET_DELETED"
|
|
|
|
// EventCodeFleetScalingEvent is a EventCode enum value
|
|
EventCodeFleetScalingEvent = "FLEET_SCALING_EVENT"
|
|
|
|
// EventCodeFleetStateDownloading is a EventCode enum value
|
|
EventCodeFleetStateDownloading = "FLEET_STATE_DOWNLOADING"
|
|
|
|
// EventCodeFleetStateValidating is a EventCode enum value
|
|
EventCodeFleetStateValidating = "FLEET_STATE_VALIDATING"
|
|
|
|
// EventCodeFleetStateBuilding is a EventCode enum value
|
|
EventCodeFleetStateBuilding = "FLEET_STATE_BUILDING"
|
|
|
|
// EventCodeFleetStateActivating is a EventCode enum value
|
|
EventCodeFleetStateActivating = "FLEET_STATE_ACTIVATING"
|
|
|
|
// EventCodeFleetStateActive is a EventCode enum value
|
|
EventCodeFleetStateActive = "FLEET_STATE_ACTIVE"
|
|
|
|
// EventCodeFleetStateError is a EventCode enum value
|
|
EventCodeFleetStateError = "FLEET_STATE_ERROR"
|
|
|
|
// EventCodeFleetInitializationFailed is a EventCode enum value
|
|
EventCodeFleetInitializationFailed = "FLEET_INITIALIZATION_FAILED"
|
|
|
|
// EventCodeFleetBinaryDownloadFailed is a EventCode enum value
|
|
EventCodeFleetBinaryDownloadFailed = "FLEET_BINARY_DOWNLOAD_FAILED"
|
|
|
|
// EventCodeFleetValidationLaunchPathNotFound is a EventCode enum value
|
|
EventCodeFleetValidationLaunchPathNotFound = "FLEET_VALIDATION_LAUNCH_PATH_NOT_FOUND"
|
|
|
|
// EventCodeFleetValidationExecutableRuntimeFailure is a EventCode enum value
|
|
EventCodeFleetValidationExecutableRuntimeFailure = "FLEET_VALIDATION_EXECUTABLE_RUNTIME_FAILURE"
|
|
|
|
// EventCodeFleetValidationTimedOut is a EventCode enum value
|
|
EventCodeFleetValidationTimedOut = "FLEET_VALIDATION_TIMED_OUT"
|
|
|
|
// EventCodeFleetActivationFailed is a EventCode enum value
|
|
EventCodeFleetActivationFailed = "FLEET_ACTIVATION_FAILED"
|
|
|
|
// EventCodeFleetActivationFailedNoInstances is a EventCode enum value
|
|
EventCodeFleetActivationFailedNoInstances = "FLEET_ACTIVATION_FAILED_NO_INSTANCES"
|
|
|
|
// EventCodeFleetNewGameSessionProtectionPolicyUpdated is a EventCode enum value
|
|
EventCodeFleetNewGameSessionProtectionPolicyUpdated = "FLEET_NEW_GAME_SESSION_PROTECTION_POLICY_UPDATED"
|
|
|
|
// EventCodeServerProcessInvalidPath is a EventCode enum value
|
|
EventCodeServerProcessInvalidPath = "SERVER_PROCESS_INVALID_PATH"
|
|
|
|
// EventCodeServerProcessSdkInitializationTimeout is a EventCode enum value
|
|
EventCodeServerProcessSdkInitializationTimeout = "SERVER_PROCESS_SDK_INITIALIZATION_TIMEOUT"
|
|
|
|
// EventCodeServerProcessProcessReadyTimeout is a EventCode enum value
|
|
EventCodeServerProcessProcessReadyTimeout = "SERVER_PROCESS_PROCESS_READY_TIMEOUT"
|
|
|
|
// EventCodeServerProcessCrashed is a EventCode enum value
|
|
EventCodeServerProcessCrashed = "SERVER_PROCESS_CRASHED"
|
|
|
|
// EventCodeServerProcessTerminatedUnhealthy is a EventCode enum value
|
|
EventCodeServerProcessTerminatedUnhealthy = "SERVER_PROCESS_TERMINATED_UNHEALTHY"
|
|
|
|
// EventCodeServerProcessForceTerminated is a EventCode enum value
|
|
EventCodeServerProcessForceTerminated = "SERVER_PROCESS_FORCE_TERMINATED"
|
|
|
|
// EventCodeServerProcessProcessExitTimeout is a EventCode enum value
|
|
EventCodeServerProcessProcessExitTimeout = "SERVER_PROCESS_PROCESS_EXIT_TIMEOUT"
|
|
|
|
// EventCodeGameSessionActivationTimeout is a EventCode enum value
|
|
EventCodeGameSessionActivationTimeout = "GAME_SESSION_ACTIVATION_TIMEOUT"
|
|
|
|
// EventCodeFleetCreationExtractingBuild is a EventCode enum value
|
|
EventCodeFleetCreationExtractingBuild = "FLEET_CREATION_EXTRACTING_BUILD"
|
|
|
|
// EventCodeFleetCreationRunningInstaller is a EventCode enum value
|
|
EventCodeFleetCreationRunningInstaller = "FLEET_CREATION_RUNNING_INSTALLER"
|
|
|
|
// EventCodeFleetCreationValidatingRuntimeConfig is a EventCode enum value
|
|
EventCodeFleetCreationValidatingRuntimeConfig = "FLEET_CREATION_VALIDATING_RUNTIME_CONFIG"
|
|
|
|
// EventCodeFleetVpcPeeringSucceeded is a EventCode enum value
|
|
EventCodeFleetVpcPeeringSucceeded = "FLEET_VPC_PEERING_SUCCEEDED"
|
|
|
|
// EventCodeFleetVpcPeeringFailed is a EventCode enum value
|
|
EventCodeFleetVpcPeeringFailed = "FLEET_VPC_PEERING_FAILED"
|
|
|
|
// EventCodeFleetVpcPeeringDeleted is a EventCode enum value
|
|
EventCodeFleetVpcPeeringDeleted = "FLEET_VPC_PEERING_DELETED"
|
|
)
|
|
|
|
const (
|
|
// FleetStatusNew is a FleetStatus enum value
|
|
FleetStatusNew = "NEW"
|
|
|
|
// FleetStatusDownloading is a FleetStatus enum value
|
|
FleetStatusDownloading = "DOWNLOADING"
|
|
|
|
// FleetStatusValidating is a FleetStatus enum value
|
|
FleetStatusValidating = "VALIDATING"
|
|
|
|
// FleetStatusBuilding is a FleetStatus enum value
|
|
FleetStatusBuilding = "BUILDING"
|
|
|
|
// FleetStatusActivating is a FleetStatus enum value
|
|
FleetStatusActivating = "ACTIVATING"
|
|
|
|
// FleetStatusActive is a FleetStatus enum value
|
|
FleetStatusActive = "ACTIVE"
|
|
|
|
// FleetStatusDeleting is a FleetStatus enum value
|
|
FleetStatusDeleting = "DELETING"
|
|
|
|
// FleetStatusError is a FleetStatus enum value
|
|
FleetStatusError = "ERROR"
|
|
|
|
// FleetStatusTerminated is a FleetStatus enum value
|
|
FleetStatusTerminated = "TERMINATED"
|
|
)
|
|
|
|
const (
|
|
// GameSessionPlacementStatePending is a GameSessionPlacementState enum value
|
|
GameSessionPlacementStatePending = "PENDING"
|
|
|
|
// GameSessionPlacementStateFulfilled is a GameSessionPlacementState enum value
|
|
GameSessionPlacementStateFulfilled = "FULFILLED"
|
|
|
|
// GameSessionPlacementStateCancelled is a GameSessionPlacementState enum value
|
|
GameSessionPlacementStateCancelled = "CANCELLED"
|
|
|
|
// GameSessionPlacementStateTimedOut is a GameSessionPlacementState enum value
|
|
GameSessionPlacementStateTimedOut = "TIMED_OUT"
|
|
)
|
|
|
|
const (
|
|
// GameSessionStatusActive is a GameSessionStatus enum value
|
|
GameSessionStatusActive = "ACTIVE"
|
|
|
|
// GameSessionStatusActivating is a GameSessionStatus enum value
|
|
GameSessionStatusActivating = "ACTIVATING"
|
|
|
|
// GameSessionStatusTerminated is a GameSessionStatus enum value
|
|
GameSessionStatusTerminated = "TERMINATED"
|
|
|
|
// GameSessionStatusTerminating is a GameSessionStatus enum value
|
|
GameSessionStatusTerminating = "TERMINATING"
|
|
|
|
// GameSessionStatusError is a GameSessionStatus enum value
|
|
GameSessionStatusError = "ERROR"
|
|
)
|
|
|
|
const (
|
|
// InstanceStatusPending is a InstanceStatus enum value
|
|
InstanceStatusPending = "PENDING"
|
|
|
|
// InstanceStatusActive is a InstanceStatus enum value
|
|
InstanceStatusActive = "ACTIVE"
|
|
|
|
// InstanceStatusTerminating is a InstanceStatus enum value
|
|
InstanceStatusTerminating = "TERMINATING"
|
|
)
|
|
|
|
const (
|
|
// IpProtocolTcp is a IpProtocol enum value
|
|
IpProtocolTcp = "TCP"
|
|
|
|
// IpProtocolUdp is a IpProtocol enum value
|
|
IpProtocolUdp = "UDP"
|
|
)
|
|
|
|
const (
|
|
// MatchmakingConfigurationStatusCancelled is a MatchmakingConfigurationStatus enum value
|
|
MatchmakingConfigurationStatusCancelled = "CANCELLED"
|
|
|
|
// MatchmakingConfigurationStatusCompleted is a MatchmakingConfigurationStatus enum value
|
|
MatchmakingConfigurationStatusCompleted = "COMPLETED"
|
|
|
|
// MatchmakingConfigurationStatusFailed is a MatchmakingConfigurationStatus enum value
|
|
MatchmakingConfigurationStatusFailed = "FAILED"
|
|
|
|
// MatchmakingConfigurationStatusPlacing is a MatchmakingConfigurationStatus enum value
|
|
MatchmakingConfigurationStatusPlacing = "PLACING"
|
|
|
|
// MatchmakingConfigurationStatusQueued is a MatchmakingConfigurationStatus enum value
|
|
MatchmakingConfigurationStatusQueued = "QUEUED"
|
|
|
|
// MatchmakingConfigurationStatusRequiresAcceptance is a MatchmakingConfigurationStatus enum value
|
|
MatchmakingConfigurationStatusRequiresAcceptance = "REQUIRES_ACCEPTANCE"
|
|
|
|
// MatchmakingConfigurationStatusSearching is a MatchmakingConfigurationStatus enum value
|
|
MatchmakingConfigurationStatusSearching = "SEARCHING"
|
|
|
|
// MatchmakingConfigurationStatusTimedOut is a MatchmakingConfigurationStatus enum value
|
|
MatchmakingConfigurationStatusTimedOut = "TIMED_OUT"
|
|
)
|
|
|
|
const (
|
|
// MetricNameActivatingGameSessions is a MetricName enum value
|
|
MetricNameActivatingGameSessions = "ActivatingGameSessions"
|
|
|
|
// MetricNameActiveGameSessions is a MetricName enum value
|
|
MetricNameActiveGameSessions = "ActiveGameSessions"
|
|
|
|
// MetricNameActiveInstances is a MetricName enum value
|
|
MetricNameActiveInstances = "ActiveInstances"
|
|
|
|
// MetricNameAvailableGameSessions is a MetricName enum value
|
|
MetricNameAvailableGameSessions = "AvailableGameSessions"
|
|
|
|
// MetricNameAvailablePlayerSessions is a MetricName enum value
|
|
MetricNameAvailablePlayerSessions = "AvailablePlayerSessions"
|
|
|
|
// MetricNameCurrentPlayerSessions is a MetricName enum value
|
|
MetricNameCurrentPlayerSessions = "CurrentPlayerSessions"
|
|
|
|
// MetricNameIdleInstances is a MetricName enum value
|
|
MetricNameIdleInstances = "IdleInstances"
|
|
|
|
// MetricNamePercentAvailableGameSessions is a MetricName enum value
|
|
MetricNamePercentAvailableGameSessions = "PercentAvailableGameSessions"
|
|
|
|
// MetricNamePercentIdleInstances is a MetricName enum value
|
|
MetricNamePercentIdleInstances = "PercentIdleInstances"
|
|
|
|
// MetricNameQueueDepth is a MetricName enum value
|
|
MetricNameQueueDepth = "QueueDepth"
|
|
|
|
// MetricNameWaitTime is a MetricName enum value
|
|
MetricNameWaitTime = "WaitTime"
|
|
)
|
|
|
|
const (
|
|
// OperatingSystemWindows2012 is a OperatingSystem enum value
|
|
OperatingSystemWindows2012 = "WINDOWS_2012"
|
|
|
|
// OperatingSystemAmazonLinux is a OperatingSystem enum value
|
|
OperatingSystemAmazonLinux = "AMAZON_LINUX"
|
|
)
|
|
|
|
const (
|
|
// PlayerSessionCreationPolicyAcceptAll is a PlayerSessionCreationPolicy enum value
|
|
PlayerSessionCreationPolicyAcceptAll = "ACCEPT_ALL"
|
|
|
|
// PlayerSessionCreationPolicyDenyAll is a PlayerSessionCreationPolicy enum value
|
|
PlayerSessionCreationPolicyDenyAll = "DENY_ALL"
|
|
)
|
|
|
|
const (
|
|
// PlayerSessionStatusReserved is a PlayerSessionStatus enum value
|
|
PlayerSessionStatusReserved = "RESERVED"
|
|
|
|
// PlayerSessionStatusActive is a PlayerSessionStatus enum value
|
|
PlayerSessionStatusActive = "ACTIVE"
|
|
|
|
// PlayerSessionStatusCompleted is a PlayerSessionStatus enum value
|
|
PlayerSessionStatusCompleted = "COMPLETED"
|
|
|
|
// PlayerSessionStatusTimedout is a PlayerSessionStatus enum value
|
|
PlayerSessionStatusTimedout = "TIMEDOUT"
|
|
)
|
|
|
|
const (
|
|
// ProtectionPolicyNoProtection is a ProtectionPolicy enum value
|
|
ProtectionPolicyNoProtection = "NoProtection"
|
|
|
|
// ProtectionPolicyFullProtection is a ProtectionPolicy enum value
|
|
ProtectionPolicyFullProtection = "FullProtection"
|
|
)
|
|
|
|
const (
|
|
// RoutingStrategyTypeSimple is a RoutingStrategyType enum value
|
|
RoutingStrategyTypeSimple = "SIMPLE"
|
|
|
|
// RoutingStrategyTypeTerminal is a RoutingStrategyType enum value
|
|
RoutingStrategyTypeTerminal = "TERMINAL"
|
|
)
|
|
|
|
const (
|
|
// ScalingAdjustmentTypeChangeInCapacity is a ScalingAdjustmentType enum value
|
|
ScalingAdjustmentTypeChangeInCapacity = "ChangeInCapacity"
|
|
|
|
// ScalingAdjustmentTypeExactCapacity is a ScalingAdjustmentType enum value
|
|
ScalingAdjustmentTypeExactCapacity = "ExactCapacity"
|
|
|
|
// ScalingAdjustmentTypePercentChangeInCapacity is a ScalingAdjustmentType enum value
|
|
ScalingAdjustmentTypePercentChangeInCapacity = "PercentChangeInCapacity"
|
|
)
|
|
|
|
const (
|
|
// ScalingStatusTypeActive is a ScalingStatusType enum value
|
|
ScalingStatusTypeActive = "ACTIVE"
|
|
|
|
// ScalingStatusTypeUpdateRequested is a ScalingStatusType enum value
|
|
ScalingStatusTypeUpdateRequested = "UPDATE_REQUESTED"
|
|
|
|
// ScalingStatusTypeUpdating is a ScalingStatusType enum value
|
|
ScalingStatusTypeUpdating = "UPDATING"
|
|
|
|
// ScalingStatusTypeDeleteRequested is a ScalingStatusType enum value
|
|
ScalingStatusTypeDeleteRequested = "DELETE_REQUESTED"
|
|
|
|
// ScalingStatusTypeDeleting is a ScalingStatusType enum value
|
|
ScalingStatusTypeDeleting = "DELETING"
|
|
|
|
// ScalingStatusTypeDeleted is a ScalingStatusType enum value
|
|
ScalingStatusTypeDeleted = "DELETED"
|
|
|
|
// ScalingStatusTypeError is a ScalingStatusType enum value
|
|
ScalingStatusTypeError = "ERROR"
|
|
)
|